MONITOR PROJECTS FOR THE 128
•
August 1988
$2.95 U.S.
$3.95 Canada
I
iDVENJDURE
Dragons
[•nit
Other Skills
Software Reviews
128 California
Games
.iMiga Photon Paint
...and more
Type-in Programs
for the 64, 128
and Amiga
a Users
...
.'.!,
>
t^J
8&
KM l
l4£
J ■,MJ / 1
ilm
Ml
<ft#
SK.RBfl
Until now the world was flat. X- Specs 3D.
Burst the Iwo-dimensionol
straightjocket that imprisons
your video graphics. Enter the
full-depth, full-color world of
X-Specs 3D. The third
dimensional stereoscopic world
of human vision.
How does it work? The
X-Specs advanced high-speed
liquid crystal shutters allow
your computer to control what
each eye sees independently (at
30 frames per second). The
results are breathtaking.
Objects step out of your
computer's display and into the
room with lifelike reality. You
can add new life 10
presentations, CAD, molecular
and solids modeling. You can
ploy games with more realism
than ever imaginable.
Easy installation involves
plugging interface into joystick
porl and running soflware
included. Look for the variety
of new programs supporting
the X-Specs' Real Eyes vision.
Ask your local dealer for a
demonstration. If he doesn't
have X-Specs yet, call or write
us. We'll make sure you get a
chance to see the new world of
X-SPECS 3D
C-64 and VCR interface
coming soon. Dealer & distrib-
utor inquiries invited.
Amiga version list
price: $124.95 haitsx
HAITEX RESOURCES, INC. 208 Carrolfton Park • Suite 1207 • Carrollton, Texas 75006 • (214)241-8030
X-Sc«s 3D and Real Eyw a* trademark! of Haw* Resource*, inc Amiga is a registered trademarx of Commodore- Amiga inc. Picture above m NOT a axnputor-oaneraled Image.
lN JAGER INTERNATIONAL is proud to announce the North American release of
)
7 V * if-, I
on a disk faJU!t^4-ai]d '.'!!.'
QnnjiiKidoJe nivi^.^t^ ,
IT'S TOTALLY O]
Australia's best-sell i rig
A 5V4 inch slice of Dov .
Each disk is double sided and crammed with games, tk
utilities, business and education programs.
I ■fiTi I3Vw9T17
• Features of ISSUE ONE!
ENTERTAINMENT
• Forest Raiders — High Speed Danger*
• Road Block — Action Strategy*
• Bert The Bug — Family Fun
UTILITIES & TOOLS
• Track & Sector Spreadsheet — DOS Utility1'
• Screens to Basic — Captures Screen to Print Statements*
• Nice Lister — Format Printouts Control Codes"'
• Function Key — Gives C64, C128 F-Keys51'
EDUCATION
• Typing Tutor — Learn to Touch Type
(includes game)
• 3D Plot — Create 3D Shapes Using Formula
BUSINESS/HOME
• Appointment Manager — Diary/Calcnderf
• Littie Invoicer — Business Invoicingt
GRAPHICS/MUSIC
• Waltzing Matilda plus many programs
from Europe!*
EDITORIAL
• Care & Maintenance of your C64
• Out and About Sydney plus many
more programs!
• WIN A TRIP FOR
TWO DOWN UNDER!
We want to take you there to welcome in / _>.
the summer of 88/89. By sending in
this coupon you immediately /
become eligible to win a / ' ^
/ A
holiday for two i
Australia. Entries
close Octo
31.
<* ^'ir^'v/
Full Machine Code f Compiled Basic
AUGUST 20,2087
Nothing could be worse than this god-
forsaken, radioactive desert.
More Sniperdroids! All tracking me with them
death glares. And them Uzis. They're weird trigger-
twitchin' folks. I suspect it's them poisoning
the water.
Or maybe it's those LeatherThugs. Heck, I
don't know anymore. I heard they
have a bunch of civilians cut off east
of Ranger Center, which is where
I'm headed. Hope not. They want
me dead. Like every other mutant
this side of Vegas.
The worst part is, I'm getting
to be as bad as they are. You
wouldn't believe some of the ways
I've learned to kill. I hang out in
sewers, and my best friend is a
MAC 17 submachine gun.
Gramps talked about life before the nuclear
war. All I know is I don't want others living this way.
Gotta rebuild this desert right. Gotta make it so
you can sleep with your eyes closed.
WASTELAND.'" A new role-playing game from
the creators of the Bard's Tale'" series.
3 WAYS TO ORDER: 1) Visit your retailer. 2) Call 800-
245-4525 from U.S. or Canada, 8am to 5pm PSTto
order by VISA/MC. 3) Mail check (U.S.S) orVISA/MC
#, cardholder name, and exp. date to Electronic Arts
Direct Sales, R O. Box 7530, San Mateo, CA 94403.
Apple II version $49.95, Commodore version $39.95,
plus $3 shipping/handling. CA residents add 6.5%
sales tax. Allow 1-3 weeks for U.S. delivery.
"-''-■ '.-'Wtit'tV*:
ELECTRONIC ARTS"
Apple II is a registered trademark of Apple Computer, Inc.
Commodore is a registered trademark of Commodore Business
Machines Ltd.
Commodore
M A G A Z
AUGUST 1988, \blume 9. Number 8
N
FEATURES
BEST OF AMIGA PUBLIC DOMAIN SOFTWARE 54
Don your black tie and tails and join us for this gala awards
ceremony. Our expert picks the top Amiga public domain games,
utilities, terminal programs, and sound and graphics demos and
welcomes the first inductees into the Amiga PD Hall of Fame.
by Graham Kinsey
TROY LYNDON: DEFENDER OF THE COMMODORE
CROWN 58
At the ripe old age of 23, Troy Lyndon has seen the software
industry undergo major changes while he's contributed to its
growth. Meet Troy and find out why he's committed to producing
games for the Commodore 64.
by John Jermaine
COVER STORY
MAGIC'S MAJESTY IN ADVENTURE GAMES 50
From Adventure \o Zork, all adventure games incorporate some
magic for the player to perform. Knowing how (and when) to cast
spells, mix potions and wave wands can take an adventurer far.
Magic's secrets are revealed in this compendium of conjuring.
by Russ Ceccola
COVER PHOTO: Dennis Degnan
Computer Graphics: Louis Johnson
Software: Photon Paint by Microlllusions
Video Wall courtesy of AV Unlimited, Inc., Philadelphia
DEPARTMENTS
LETTERS
NEWS
TIPS & TRICKS
Hints for Fun and Utility
Compiled by Louis F. Sander
Gold Mine
Compiled by Lows F. Sander
64 AND 128 SOFTWARE REVIEWS
California Games by John Jermaine
Sub Battle Simulator by Gary V. Fields
Postcards by Mark Cotone
geoDex by Jim Esch
Eternal Dagger by Russ Ceccola
Superstar Soccer by Scott A. May
AMIGA SOFTWARE REVIEWS
Zoom! by Russ Ceccola
Ferrari Formula One by Steve King
Publisher Plus by En/in Bobo
Photon Paint by Steve King
Fire Power by Gary V. Fields
Custom BBS by JefteryS. Hall
BOOK REVIEWS
Electronic Battlefield byShayAddams
WORTHWHILE IMPOSTERS
Class of III Compute by Howard Millman
4
8
12
16
18
20
22
24
26
28
30
32
34
35
38
40
42
44
ADVENTURE ROAD
Infocom Goes Graphic byShayAddams
PROJECTS
Monitor Projects by John lovine
PUMPING GEOS
BeckerBASIC by Mark Jordan
INSIDE Q-L1NK
Help with the Basics by Robert W. Baker
PROGRAMMING
5ita[ahex by Mike Lewis
Tempered Fun by Paul R. Machuia
Article Cataloger by Chris Stoy
128 MODE
Foolproof-Files by Mark Jordan
AMIGA UPDATE
Video Editing by Matthew Leeds
Amiga Public Domain by Graham Kinsey
AmigaBASIC Tutorial by Tim Jones
HOW TO ENTER PROGRAMS
MAGAZINE ENTRY PROGRAMS
ADVERTISERS' INDEX
46
48
62
66
68
70
74
78
82
84
87
108
110
112
COMMODORE MAGAZINE 3
LETTERS
To the Editor
So Dale Davis (Letters, May 1988) is
over 40 and hates change. How Sad! I am
75 and I love change. I may be older in
years than Dale, but I am mentally
younger.
There is an ancient Chinese parable
that goes like this:
The all-powerral Emperor called in all
the Empire's magicians and wise men.
When they were assembled, he said, "I
want to know the one indisputable fact
that was true yesterday, is true today, and
will be true tomorrow. Five words, no
more, no less. You have three months to
bring that fact to me. Succeed and you
shall have riches, failure means death."
Three months later, they met again,
and the Emperor called for the answer.
The magicians and the sages unfurled a
tapestry upon which were the words: "And
This Too Shall Change."
E. Stuart Johnson
Athens, AL
To the Editor:
Please do us all a favor and tell your
Amiga Public Domain writer, Graham
Kinsey to wake up and smell the coffee.
His review in the Amiga Public Domain
Update (April 1988), while pretty thor-
ough, featured an article about a PD pro-
gram called "NAG" in which he [said],
" . . .Nag can serve as an adequate substi-
tute for your wife, mother or whoever . . ."
Does Mr. Kinsey really believe that
NAGS are not only predominantly fe-
male, but can be "adequately substituted"
by a program that pesters you to tend it
ASAP?
Mr. Kinsey, DO have another cup of
Java, no make that a third cup, no, how
about a Danish with it, no, yes, c'mon,
(how 'm I doin', Mr. Kinsey, after all, f am
both a wife and mother. . .)
L. Balvin
Papaikou.HI
To the Editor:
This is in response to a letter by Carl
Poland, printed in the June issue of Com-
modore Magazine. The letter concerned
my review of Xetec's FontMaster 128,
which appeared in the April issue of this
magazine. I fee! Mr. Poland is in error on
several points.
My assertion that FontMaster 128 is
"absolutely" the best word processor avail-
able for the 128 was my opinion. Obvious-
ly not everyone has to agree. But in my
opinion, FontMaster 128 offers the best
editing and printing functions of any word
processor for the 128.
As for Mr. Poland's complaint that Font-
Master 128 does not preview in 80 col-
umns {contrary to my claim), I suggest he
read pages 61-62 in the manual. True, the
preview shows only 53 columns at one
time, but a single keystroke allows the
user to view the rest of the page. A full 80-
column graphic print preview is available
with hardly any effort.
Finally, I have not been able to dupli-
cate Mr. Poland's problems when exiting
preview mode. I suggest he double-check
the word processor's setup screen and
again refer to pages 61-62 in the manual.
FontMaster 128 will not work with certain
fast load cartridges, such as Mach 128, so
this should also be considered.
Nothing beats word processing on the
128, a system that has been blessed with
some of the finest productivity programs
on the market (at any price). For true
word processing junkies, the perfect soft-
ware does not exist. But in my opinion,
FontMaster 128 offers the best value.
Scott A.May
Columbia, MO
To the Editor:
I thought that your publication would
be interested in knowing about an Amiga
training school here in the Phoenix area.
They offer courses in desktop publishing,
music, business programs like WordPer-
fect, MaxiPlan and Analyze, graphics pro-
grams like Videoscape 3D, DPaint U,
Digi-Paint, Photon Paint, Deluxe Video,
and others. I believe this is the first school
of its kind for Amiga users and your read-
ers would love to hear about it.
Sincerely,
Patrick Mondout
Mesa,AZ
Editor's Response; Thanks for bringing
this to our attention. Interested leaders can
contact Ken Costello, 4636 E. Elwood,
Suite #6, Phoenix, AZ 85040 for more in-
formation.
Commodore
M A G A Z I N
Publisher
Julie Bauer
Assistant to the Publisher
Amanda K. Wappes
Managing Editor
Jim Gracely
Assistant Editor
Susan R. West
Assistant Technical Editor
Mike Rivers
Art Director
Gwenn Knapp
Assistant Art Director
Wilson Harp
Art Production
Bob Clark
Production Manager
Jo-Ellen Temple
Circulation
Kenneth F. Battista
Advertising Coordinator
Rebecca Cotton Leister
Advertising Representatives
SOUTHEAST, SOUTHWEST ANDWESTCOAST
Warren Langer, Spencer 0. Smith
Warren Langer Associates
9320 NW 2nd Street
Coral Springs, FL 33071
Advertising Inquiries Only
305/753-4124
MIDWEST, NORTHEAST AND CANADA
Pamela Stockham
700 River Rood
Fair Haven, NJ 07704
201/741-5784
Commodore Magazine, Volume 9, Number 8. August
1988,
Commodore Magazine is published monthly by Commo-
dore Magazine Inc., 1200 Wilson Drive. West Chester. PA
19380. U.S.A. U.S. subscriber rate is $35.40 per year;
Canadian subscriber rate is $45.40 per year; Overseas sub-
scriber rate is $65,00 per year. Questions concerning sub-
scription should be directed to Commodore Magazine Sub-
scription Department, Box 651, Holmes, Pennsylvania
19043. Phone (8001 345-8112. In Pennsylvania (800)
662-2444. Copyright @ 1988 by Commodore Magazine Inc.
Alt rights reserved.
CBM, PET, VIC 20, and Commodore 64 are registered
trademarks of Commodore Electronics Ltd. Super PET and
Commodore 128 are trademarks of Commodore Electronics
Ltd. Amiga* is a registered trademark of Commodore-Amiga.
ABC Membership applied for.
4 AUGUST 1988
THE NAME OF THE GAME IS SURVIVAL.
n Vietnam, an American
soldier soon learned that
there were no winners in
this deadly game. To survive
each mission with his morale
and sanity intact, and return
to base safely, was all he
could hope for. This was cap-
tured in the award-winning
film, Platoon.
In Data East's Platoon,
you will experience the full
impact of the film as you lead
your platoon into the jungles,
villages, bunkers, foxholes,
and underground tunnels
••esttf _■»• Jim.
Svjlf '^1
ami
■
Wr&
of war-torn Southeast Asia.
There you will encounter
guerilla fighters, snipers,
booby-trapped trip wires,
armed patrols, and napalm
iair strikes. You must pick up
food, medical supplies, and
ammunition along the way.
At times, the odds may
seem insurmountable. But
don't think about winning -
to survive is enough.
FOR COMMODORE 64/128m
AND AMIGA1: ATARI* ST,
APPLE II SERIES® AND IBM?
® BEAST
DATA EAST USA, INC.
470 NEEDLES DR., SAN JOSE, CA 95112. (408)286-7074.
LICENSED BY GAME DESIGN « 198? OCEAN SOFTWARE LTD, PLATOON: TH &
<S I 93$ HEMDALE fILM CORP. ALL RIGHTS RESERVED.
COMMODORE. APPLE. ATARI. IBM. AND OCEAN ARE REGISTERED
I TRADE MARKS Of COMMODORE ELECTRONICS LTD. . APPLE
COMPUTERS. INC.. ATARI CORP. . IBM CORP . AND OCEAN
® SOFTWARE LTD. RESPECTIVELY.
,**t??*3W
. J^
DON'T SETTLE FOR LESS—
154111 DISK DRIVE $169.95
1 802C MONITOR $1 89.00
64C w/154111 Drive S333
64C W/SW41 Drive S279
180ZC with either package S184
r< () M m o n n K I
1 128K Memory
I Built in 1571 Disk Drive
I Detatchable Keyboard
128Dw/10B4 Monitor S719
128D w/Samsung RGB Monitor $638
FOR ALL YOUR AMIGA
NEEDS ...
CALL
tcp
512K RAM Upgrade $159
1010 EXT DRIVE $219
1680 MODEM $139
TUSSEY'S SPECIAL PACKAGES
GAME GALLERY
ACCESS
Echolon $27.95
Leader Board $22.95
Leader Board Touin. Disk $13.95
ACCOLADE
Apolb18 S19.9S
Comics $19.95
4th & Inches $19.95
Hard Ball $19.95
Killed Until Dead S12.9S
Mimpult $19.95
Test Drive $19.95
ACTIONS OFT
Thunder Chopper $19.95
Up Periscope $17.95
ACT1VISION
lENTERTAINMENT SOFTWARE
Air Rally $19.95
Aliens $22.95
Gamemaker Package
with all Library* $39.95
Last Ninja $22.95
Maniac Mansion $24.95
Music Studio $19.95
Shanghai.... $19.95
AVALON HILL
NBA $27.95
BRODERBUND
Lode Runner $22.95
Moebius $27.95
Superb ike Challenge $14.95
Ultima V $39.95
CINEMAWARE
Defender o( the Crown $22.95
King of Chicago $32.95
SDI $27.95
The Three Stooges $27.95
COSMI
Def Con 5 $17.95
DATA EAST
Commando $14.95
Karate Champ $14.95
KidNiki $19.95
Speed Buggy $17.95
Dafaljoft'
Alt Reality/Dungeon $27.95
Hunt For Red October $27.95
Video Title Shop $19.95
tee
ft Digital
'/ Solutions
Y.lnt.
Pocket Writer 2 $39.95
Pocket Filer 2 $37.95
Pocket Planner 2 $37.95
Digital Supsrpak $64.95
Dictionary $12,95
ELECTRONIC ARTS"
Bard's Tale $24.95
Bard's Tale II $27.95
Chessmaster 2000 $26.95
Demon Stalkers $19.95
Dragon's Lair $19.95
EOS(Erth Orbit Slal'n} $19.95
Instant Music $22.95
Legacy ol it™ Ancients $19.95
Marble Madness $19.95
Master Ninja $24.95
Monopoly $24.95
Outrageous Pages $34.95
PHM Pegasus $19.95
Roadwars $24.95
Rockford $22.95
SkaleorOte $19,95
Sky Fox II $19.95
Strike Fleet $19.95
WorldTourGoH $19.95
YeagerAFT $24.95
Educational Software too!
All Games stocked for quick ship!!!
FIREBIRD
Elite $17.95
Guild of Thieves $22,95
Knight ORC $24.95
Star Glider $24.95
The Sentry $24.95
Championship Football ....$24.95
GBA Basketball 2 on 2 $22.95
Top Fuel Eliminator $t 7.95
INFOCOM
Beyond Zork $26.95
Hitchhiker's Guide $14.95
LANCE HAFNER for the
beat Jn iport* flr»Ccc •ImuUilon
3in1 Football $29.95
Bklbafl, the Pro Game .$29.95
Final Four Basketball ...$29.95
Full Count Baseball $29.95
MICROLEAGUE
Baseball $24.95
Wrestling $19.95
MKXO PROSE
Airborne Rangers $24.95
F-15 Strike Eagle $21 95
Gunship $21.95
Kennedy Approach $14.95
NATO Commander $22.95
Pirates $23.95
Silent Service $21 .95
Solo Flight $14.95
Stealth Fighter $24.95
W
M1NDSCAPE
Gauntlet !. $24.95
Indoor Sports $19.95
Infiltrator II $19.95
Paperboy $22.95
Perfect Score:SAT prep ...$44.95
Superstar Hockey $22.95
UchiMata $17,95
Urdium $17.95
SIMON & SHUSTER
Star Trek: PromelhianAdv$24.95
Typing Tutor IV $24.95
SPECTRUM HOLOBYTE
Falcon $22.95
Intrigue $19.95
PT109..... $24.95
Soko Ban $17.95
SOFTWARE SIMULATNS
Football $19.95
Pure Stat Baseball $24.95
Pure Stat College BB $24.95
SSI
B-24 $22.95
Eternal Dagger $24.95
Phantasie I. Ill (each) $24.95
Realms of Darkness $24.95
Rings ol Zillin S24.95
Roadwat Europa $24.95
Shard ol Spring $24.95
Wargame Const Set $1 9.95
SUBLOG1C
Flight Simulator II $32.95
Jot $27.95
Slealth Mission $34.95
128?
SOFTWARE
WORD PROCESSORS
Fleet System 4 $49.95
Font Master 12S $39.95
Paperclip H $54.95
Paperclip III $39.95
Superscript 128 $44.95
Term Paper Wriler $29.95
Wrdwriter 128 w/spell .$34.95
SPREADSHEETS
Swiftcalc 128 w/sdwys $39.95
DATA RASES
Data Manager 128 $34.95
Perfect Filer $44.95
Superbase 128 $49.95
MISC. 128 SOFTWARE
Accountant Inc . ..$59.95
CMS Acct Pkg/128 ...$124.95
Mach 128 $34.95
Partner 128 $39.95
Sylvia Porter's Personal
Finance Planner $44.95
EPYX
500 XJ Joystick
California Games
Champ'ship Wrestling
Create a Calendar
Destroyer
4x4 Oil-Road Racing
L. A. Crackdown
$14.95
$24.95
$14.95
$17.95
$22.95
.SCALL
$24,95
$12.95
1 $24.95
.$24.95
.$CALL
$22.95
$14.95
$14.95
$14.95
S24.95
Street Sports Baseba
SI Sports Basketball .
Street Sports Soccer
Sub Batik*
Summer Games
64C BUSINESS AND PRODUCTIVITY
64C DATABASES
Bank Street Frier $24.95
Data Manager II $19.95
64C INTEGRATED PKGS
Vizaslar 64 4K $24.95
64C SPREADSHEETS
Swiftcalc 64 w/sideways ..$17.95
Sideways.... $14.95
64C WORD PROCESSORS
Bank Slreet Writer $29,95
Font Master II $29.95
Paperclip w/spellpack $32.95
Paperclip III $39.95
Pocket Writer Dictionary ..$12.95
Word Writer III $34.95
FINANCIAL & ACCT.
Timewks Electr. Checkbk. $17.95
Timeworks Money Mgr $17.95
CMSAcdPkg/64,.., $119.95
MISC. HARDWARE
Estes pwr supply for C-64 $54.95
Naverone 3 Slot expder ... $24.95
UTILITIES
Thinking Cap S24.95
Toy Shop S24.95
Fast Load S24.95
Bob's Term Pro S32.95
Abacus
Batteries Included
Paperclip Publisher $39.95
Berkeley Softworks
GEO Publish $44.95
ISroderbund
Graphics Library I, II or III .$16.95
Print Shop $25,95
Electronics Arts
Outrageous Pages $34.95
Springboard
Certificate Maker $29.95
Clip Art I or III $19.95
Newsroom. $19.95
Timeworks
Desktop Publisher $39.95
Unison World
Printmaster Plus $24.95
TUSSEY COMPUTER PRODUCTS
P.O.BOX 1006, STATE COLLEGE, PA 16804
...ten SHIP^ IT
PRINTERS
Panasonic,
Office Automaiion^VJl
2 yr warranty Un
1080JII ....$164.95
1091 ill ....$199.00
10921 $319.00
.IL
mitrenni-
NX-1000
(144 drafl/36 NLQ) ...$169.95
NX 1000 Rainbow
(color printer) $229.95
NX-1000C
(Commodore Ini'(ace) $174.95
NX-1000C Rainbow
(Commodore Interface/
Color Printer) $229.95
SEIKOSHA
2 yr warranty
SP-180VC ....$139.00
SP-1200VC....$CALL
SP-1200 Al ...$169.00
120cps, NLQ Mode
©CITIZEN
120D $169.95
180D $CALL
MSP-40 $319.95
Tribute 224 $679.95
OKIDATA180
$229
■ Built in COMMODORE*
and EPSON'Interlace
■ 180 CPS Print Speed
Call Far Other Okidala Punters
l I i m M i ) 1 1 ( l K I
AMIQ
FOR ALLYOUR AMIGA
NEEDS... CALL tcp
AMIGA SOFTWARE
productivity ■r^r^nr^r^ranrBraraararar^r^r^ranr^
Deluxe Music Const Sei ..$79.95 Logislix SB9.00
DaluitB Paint II S99.95 Superbase SS9.00
Deluxe Print It $59.95 Vizawrite $89.00
Deluxe Video 1.2 $99.95 WordPerfect ...SCALL
Draw Plus $189,00
entertainment mmt^mmms^ami^^miB^^^^
Balance ol Power $29.98
Bards Tale $39 95
Beyond Zork , $37.95
Chessmastet 2000 $34,95
Defender of Ihe Crown $29 ,95
Deja Vu $29.95
Earl Weaver Baseball $39.95
Ferrari Formula One $39.95
Flight Simulator It ..,$39.95
Hailey Project $29.95
Hot-Cold JSlZZ $24.95
Leisure Suit Larry $44,95
Marble Madness $34.95
Racier $27.95
S.D.I $29.95
Silent Service $29.95
Sintjad $29.95
Starfleat I $39.95
Univited S29.95
51 2K RAM Upgrade.. $159.00
1010 EXT DRIVE $219.00
1680 MODEM $139.00
NEW LOWER PRICES !!
SUPER GRAPHIX JR
$32.95 AV«wV
.$29.95 i i
w/Printer from Tussey
SUPER GRAPHIX
Interface w/SK buffer
down loadable fonts
w/Printer from Tussey
1 ^
1 w ,.,„,»., r-i.
$54.95 1 bb -• • J
.$49.95 k
SUPER GRAPHIX GOLD
w/Printer from Tussey
IV
.$94.95 ira-BrB'B-BararJ Ik
$84.95 — ■■"■TJ
RGB/COMPOSITE COLOR MONITORS FOR THE 128
COMMODORE 1084
64 G x 400 Resolution
4 Operating Modes
MAGNAVOX 8762
$4C x 240 Resolution
3 Modes. 1 yr warranty
THOMSON 4120
56Cx 240 Resolution
a Modes 1 y warranty
.3299.00
$249.00
.$219.00
All 3 monitors include cables to Commodore 128
|1 Berkeley
1 ISoftworks
NEW!!... GEO PUBLISH (64/1 28)...
....$44.95
GEOS 128 $44.95 GEOS
Geo Calc 128 $44.95 Geo Calc
$36.95
$31.95
Geo File 128 S44.95 Geo File
$31.95
Geo Programmer ..$47.95 Geodex
Deskpaek 128 $44.95 Deskpack
Geo Write 128 $44.95 Fontpack
Geo Spell $22,95 Geo Write
$24.95
$21.95
$19.95
S31 .flfi
Software orders over $100 and
Accessories under 6 pounds will
be shipped Federal Express
(Even at Shese prices) You only pay TCP's standard
shipping charge of $4,00 per order. Orders arriving
before 3:00 PM our time will be shipped out same
day. If part of your order is backordered the remain-
der will be shipped UPS Ground FREE!
SECURITY
■ Your Credit Card is not charged until your
order is shipped.
■ We insure your order at no extra cost to you,
■ Tussey is a financially strong and well
established company.
CUSTOMER SUPPORT
■ After sales support.
■ Knowledgeable staff, all graduates of
Tussey's "Computer Boot Camp".
■ Our advanced warehouse/materials
handling system assures your order is
shipped out accurately & on time.
■ Our IBM 5360 allows instant order and inventory status.
To order by mall: We accept money order, certified cneck. personal check.
Allow 2 weeks for personal & company checks lo clear Shipping: $400 lor
soltware.FOa ALL HAHDWARF AND AfJV ACCESSORY OVER ffibj Call our
Toll Free Number 1 -600-468-9044 lor shipping charges. Add $3.00 per OOx
siiippedCOD. Additional shipping required on APO, FPO.AK, HI, and foreign
orders. Terms: PRICES REFLECT CASH DISCOUNT, ADD 1.9% FOR
MASTERCARD OR VISA.
ALL SALES ARE FINAL
Defective items replaced or repaired at our
discretion. Pennsylvania residents add 6%
sales tax. Prices and terms subject lo change without notice.
VTit
£
SAMSUNG
RGB MONITOR
I 14" Anti-Glare Screen
I 640 x 240 Resolution
I Tilt/Swivel
only
$199
Panasonic
lOSOill Printer,
■ 144 cps (dra
■ NLQ Mode
■ 2 yr Warranty
O COMMODORE
1670^
MODEM\
$79
,- COrWtOOORE
1764
256K RAM
EXPANSION
$119
C- COMMODORE
1581
3i/r DISK DRIVE
$197
CMS
ACCOUNTING SYSTEMS
Pkg. Price for all Modules:
C128 version $124.95
C64 version $119.95
DISK-KOUNTS
per box Ot 10 3.50 5.25'
BONUS DSVDD $16.95 56,95 I
MAXELL DS'DD $17.35 $9.95
VERBATIM DSJDD $19,95 $9,95
SONY DS/00 $16.95 $8.95
Regular Hrs: S :00AM-9 :00PM Mon-Fri, 1O:OOAM-6:O0PM Sat, 12:00PM-8:00PM EST
CALL TOLL FREE 1-800-468-9044
FOR INFORMATION CALL 814-234-2236 FAX: 814-237-4450 m
LtCi
NEWS • NEWS • NEWS • NEWS • NEWS • NEWS • NEWS * NEWS
COMDEX/Spring
T
wenty-five third party hardware and software developers
convened in the Commodore booth at COMDEX/Spring Atlanta May
9-12, to present video, publishing, CAD, business and educational
applications on the Amiga, Among those present:
• NewTek with Digi-View 3.0: new features include overscan for
a maximum of 768 x 480 resolution, half-brite mode, and line art
mode. For details contact: NswTek, Inc., 115 W. Crane St.,Topeka,KS
66603. Phone: (913) 354-1146.
« Oxxi, Inc. announced the availability of MaxiPlan 1.9. The
spreadsheet's refinements include a Blitter option which allows the
user to add a second color in the border or data area of a chart.
Registered users of version 1.8 will automatically receive the
upgrade. French and German language versions of MaxiPlan are
also in the works. For further information contact: Oxxi, Inc. 3438
Falcon Ave., Long Beach, CA 90807. Phone: (213) 427-1227.
• Progressive Peripherals & Software announced an agreement
with ASDG, Inc. to market their 8MB RAM expansion unit for the
Amiga 2000, ProBAM 2000. Configurable to two, four, six or eight
megabytes, ProBAM 8000 has a suggested retail price of $399.95.
For details contact: Progressive Peripherals & Software, 464
Kalamath St., Denver, CO 80204. Or call: (303) 825-4144.
• Electronic Arts previewed DelnxePhotoLab, a paint and print
program for the Amiga which provides more colors, larger canvases,
greater graphic capabilities and palette manipulation tools. Users
can produce graphics in any Amiga mode (including HAM) up to 10
feet by 10 feet in size with any Amiga-supported printer.
DeluxePhotoLab was scheduled for release in July at a retail price
of 1 149.99. For further information contact: Electronic Arts, 1820
Gateway Dr., San Mateo, CA 94404. Phone: (415) 571-7171.
• Haitex Resources announced that they will be marketing X-CAD
(developed by D.K.-based Taurus-Impex) in North America. X-CAD is
a general-purpose Amiga CAD program for architectural and
mechanical designers. The program uses a verb-noun-modifier
command structure (e.g., DRAW LINE PERPENDICULAR). X-CAD
has a suggested retail price of S599, For further details contact:
Haitex Resources, 208 Carrollton Park, Suite 1207, Carrollton, TX
75006. Or call: (214) 241-8030.
• Future Touch directed traffic with their new touch screen
system on the Amiga that mapped out the stations in the Commodore
booth. Information was available on each product category,
manufacturer and title on display. For details contact: Future Touch,
192 Laurel Rd., E. Northport, NY 11731. Phone: (516) 757-7334.
Other Amiga developers represented in the Commodore booth
included: Associated Computer Services with Station Manager;
B.E.S.T. with version 3.0 of B.E.8.T. Business Management]
Brown-Wagh Publishing displayed Zuma Group's WTEXT 1 . 1 1 and
8 AUGUST 1988
TV'SHOW 1.02; Byte by Byte showed Sculpt-Animate 3D with
Computer Systems Associates' 68030 board; Gold Disk with
Professional Page version 1.1; Microlllusions showed Photon
Video and Photon Paint with a Tektronix printer; Software
Visions, Inc. with Microfiche Filer; SubLogic with Jet; and
WordPerfect Corp. demonstrated WordPerfect and WordPerfect
Library.
• Discovery Software introduced a new version of their best-
selling Arkanoid with 33 new levels and a reduced price of $29.95
(down from $49.95). Another new feature allows players to slow the
action down to a pace they can handle. Discovery will try to
implement this feature on subsequent releases as well for younger
players or those with physical disabilities. Discovery was also
showing their latest Amiga release, Zoom! (see review on page 30).
In addition, they are now providing a 30-day unconditional money-
back guarantee for
Arkanoid and Zoom!
purchasers. For more
information contact:
Discovery Software,
163 Conduit St.,
Annapolis, MD 21401.
Phone:
(301)268-9877.
Commodore also unveiled its new Professional Series III line of
MS-DOS-compatible computers. The Commodore PC10-III and
PC20-HI are both IBM XT-compatible and feature built-in graphics,
color and mouse support. Both new models include one internal
5.25-inch drive and 640K
RAM. The PC20-m also
__^- -' I includes a 20MB hard disk
^^[" ' drive. The PClO-m retails
forS999;thePC20-mfor
J '""
v-:""A
NEWS • NEWS • NEWS • NEWS • NEWS • NEWS • NEWS • NEWS
Amiga Developers
Conference
jQJ, the Amiga Developers Conference held In Washington, D.C. a
week prior to COMDEX, Commodore announced that 600,000 Amigas
had been shipped worldwide. Over 350 hardware and software
developers attended the three-day conference sponsored by
Commodore Amiga Technical Support (CATS). The Amiga
development community has produced over 1100 software programs
for the Amiga since its premier three years ago this month. Think
about it, that's more than a program a day.
The Shadows of Mordor
X he Shadows of Mordor is the third J.R.R. Tolkien adventure for
the Commodore 64 from Addison-Wesley Publishing. Adapted from
Book P7 of The Two Towers, the adventure has more than 80
locations to explore in a quest to keep the Ring from the Dark Lord,
Sauron. The package includes a map of Middle-earth and a guide to
Middle-earth laws, lore and language. The Shadows of Mordor
retails for $29,95. For more information contact: Addison-Wesley
Publishing Co, Reading, MA 01867. Or call: (617) 944-3700.
Accolade Hits
jQjQCOlade, inc. has launched ' 'All Time Favorites1 ' a new product
line of their entertainment bestsellers. Commodore 64 All Time
Favorites include HardBall!, Ace of Aces, Fight Night, and Killed
Until Dead. Each title will be priced at $14.95. For more
information contact: Accolade, Inc., 550 S. Winchester Blvd., Suite
200, San Jose, CA 95128. Phone: (408) 985-1700.
64
1 rime Artifax, publisher of Australia's popular disk-based
magazine Suite 64, is making their product available in North
America. The 5.25-inch slice of Down Under features entertainment,
educational, utilities and business software and a point-and-click
menu system. Suite 64 is available for $9.95 per issue. For details
contact: Jonathan Jager International, P.O. Box 29874, Richmond,
VA 23229. Phone: (804) 262-8897.
Alternate Reality:
The City
E
lectronic Arts has begun shipping Alternate Reality: The City
for the Amiga. Developed by DataSoft, the program is the first in a
series of futuristic, fantasy role-playing games. This episode begins
as you are captured by aliens who leave you on the portal of The City
of Xebec's Demise. Build your character's personal attributes in
Alternate Reality: The City, and you might have a chance of
surviving subsequent installments of Alternate Reality. For details
contact: Electronic Arts, 1820 Gateway Dr., San Mateo, CA 94404. Or
call: (415) 571-7171.
Fire & Forget
1 itus Software's latest release is Fire & Forget for the Amiga. The
game finds the world on the brink of disaster; to save it you must
man Thunder Master, the ultimate fighting machine for the nuclear
age. Fire & Forget carries a suggested retail price of $39,95. For
more information contact: Titus Software Corp., 20432 Corisco St.,
Chatsworth, CA 91311. Phone: (818) 709-3693.
IntroCAD Upgrade
Jtrogressive Peripherals 4? Software, Inc. has released version 2.0 of
IntroCAD, their popular Amiga CAD program. Improvements
include the ability to store CAD drawing files in Aegis Draw format
for use in desktop publishing programs. Printer support has also
been expanded. To obtain the update, IntroCAD users should send
their original disk along with $10 (for handling) to: Upgrade
Department, Progressive Peripherals & Software, Inc., 464 Kalamath
St., Denver, CO 80204.
Rocket Ranger
Uinemaware's latest "interactive movie" Rocket Ranger is now
playing on an Amiga near you. The Nazis have won WWII, and a
group of 21st century scientists are counting on you (and their time
travel device) to change the course of history and save mankind. This
melodramatic plot is heightened by chapter divisions with a
cliffhanger in every chapter. Rocket Ranger retails for $49.95. For
more information contact: Clnemaware Corporation, 4165 Thousand
Oaks Blvd., Westlake Village, CA 91362. Phone: (806) 379-9401.
COMMODORE MAGAZINE 9
NEWS • NEWS • NEWS • NEWS • NEWS • NEWS ■ NEWS • NEWS
IViicro Aided Designs has released version 2.0 of T.H.I.S.
(Technological Highbred Integrated System) for the Commodore
128. T.H.I.S. enables 128 users to create drawings ranging from
architectural drawings and mechanical blueprints to banners, signs
and greeting cards. The program has a maximum virtual screen
resolution of 960 x 536 pixels per page and up to seven separate
pages to draw on. For details contact: Micro Aided Designs, P.O. Box
1982, Placentia.CA 92670.
Free Spirit Releases
F
ree Spirit Software, Inc. has released another collection of
adventure games on one disk. Moffatt's Adventure Disk #2
contains Temporal, West, Death Valley, and The Lighthouse. The disk
is available for $19.95 from: Free Spirit Software, Inc., 905 W.
Hillgrove, Suite 6, La Grange. IL 60525. Phone: (800) 552-6777,
GLAREFREE
V isual System Developments has introduced GLABEFBEE, an
aerosol spray that reduces UV-B radiation and cuts glare and static
on your monitor. The spray is comprised of a durable polymer that
absorbs UV-B radiation and diffuses glare; additional ingredients
limit static. Supplied in a 3.2 ounce aerosol can, one application of
GLAKEFREE provides a permanent coating. For further
information contact: Visual System Developments, Inc., P.O. Box 367.
18265 S. Midhill Dr., West Linn, OR 97068. Phone: (503) 635-5948.
Consumer Electronics
Information
1 he Consumer Electronics Group of the Electronic Industries
Association has made available three free pamphlets to help
consumers get the most out of their consumer electronics products.
The three pamphlets are: ' 'How to Save Money and Take Care of TVs,
VCRs, Camcorders, Audio Equipment, Computers, and Other
Electronic Products," "How to Choose and Use Accessories," and
"How to Install, Connect, and Expand TVs, VCRs. Telephones, Audio
Systems, and other Consumer Electronic Products," Single copies of
the pamphlets can be obtained from EIA/CEG by sending a self-
addressed business-size envelope with appropriate postage (Care
Products 25<£ postage, Accessory Products 45* postage, Hookup and
Expansion 655 postage) to: Electronics Industries Association,
Name of Pamphlet, P.O. Box 19100, Washington, D.C. 20036.
Activision Changes
Ajct
ctivision has moved to a new address and adopted a new
corporate name. The company, now known as Mediagenic will
continue to market the Activision line of entertainment software.
Mediagenic's new address: 3885 Bohannon Dr., Henlo Park, CA
94025. Phone: (415) 329-0500.
EA to Distribute SSI
E
lectronic Arts has announced an exclusive distribution
agreement with Strategic Simulations, Inc., publisher of strategic
war simulations and fantasy games. Under the agreement Electronic
Arts has made a minority
investment in SSI and will
distribute upcoming SSI titles
including Advanced
Dungeons & Dragons in
the U.S. and Canada.
"This represents the largest
affiliated labels deal made to
date," said Trip Hawkins,
president of Electronic Arts.
Hawkins compares himself
and Joel Billings, president
of SSI, to two military
generals, "Both Joel and I
have been in this industry
for more than ten years
and in that time have learned that in some situations it is much
more effective to join forces and make your advances as allies."
Correction: The Hews Section in the
June issue of Commodore Magazine
listed an incorrect address for CW Data
Labs, makers of Tisar 128. The correct
information is: CW Data Labs, 1632 Napfle
Ave., Philadelphia, PA 191 11. Phone:
(800) 537-LABS.
10 AUGUST 1988
Sharpen Your Commodore™ Skills While You
Build a Great Software Collection —
ONLY $6.65!
Reviewers Love LOADSTAR!
" ...] highly recommend Loadstar. If you can afford only one
disk service, make it Loadstar, .."
.. Steve Leven, Commodore Microcomputers
Subscribers Love LOADSTAR!
"The music and graphics are totally superb. Some of the best
1 have ever seen" Steven T. Boston
LOADSTAR™ is two disks
each month filled with
great software for your
Commodore 64 or 128.
Learn From the Experts
Draw on the vast experience of our
editors to provide you with care-
fully selected software you can
use each month, from spread-
sheets to role-playing games,
from telecommunications to
accounting to recipe programs.
With easy-to-use documentation,
you will master each new application
with confidence and ease.
Become Experienced Inexpensively
Without investing a fortune, LOADSTAR will help you to see why
your Commodore 64 or 128 is the most versatile and powerful tool
you own. You will know more about your Commodore, its capabili-
ties, and software for it, than you would have thought possible. At
$6.65, LOADSTAR is the best value in software today.
Try our Monthly Software for Three Months
Every month your postman will bring you the latest issue of
LOADSTAR, contained on unprotected 5W diskettes. Each issue is
chock-full of great software, including utilities, games, home and
business applications, and educational programs. Order now and you
will receive the "Best of LOADSTAR" absolutely free.
Commodore 6-1 ami Commodore 128 tire trademarks of Commodore Business Machines.
Available at Waldenbvoks. B. Dalian Booksellers, and fine bookstores everywhere (cover price $9.95). Apple II and IBM PC versions also available,
Contents of Issue #49
Power Budget Keep track of your
spending, make projections.
Down, Down, Down Can you survive
six levels of acid mines?
Robot Rescue As Mandar II, rescue
our ambassadors from the Vordax.
Notepad Two text screens for notes.
Pop-DOS LIST one BASIC program
from another, among other things.
Cris-Cros PokerPlay 10 hands at once.
Plus Chomp, Animal, Joystick Art,
Statistics Analyzer, Template Maker,
Invisible Aid 128, 2 Potato, and more!
(Available as a Back Issue)
F"R "FP the "Best °f LOADSTAR"~ a collection of
*- -IVJ-ii-i fourteenofthebestprogramsfromrecentis-
sues — when you order the next 3 issues of LOADSTAR for
your Commodore 64 family computer.
Below are the programs on the "Best of LOADSTAR:"
Sidel
Diskovery
LOADSTAR Forum
DiskWriter
Submission Form
Sector Editor
BASIX 64 & 128
Zorphon
Side 2
Puzzle Maker
File Viewer
Star Terminal
Banner
Jump!
Towers of Hanoi
Yahtzee
Your Satisfaction Guaranteed
If you are not satisfied with your purchase for any reason, return vour
first issue for a full 519.95 refund, The "Best of LOADSTAR" is yours to
keep. You can't lose.
"V/« c I Please rush my free "Best of LOADSTAR" and start
1C5« my three month subscription to LOADSTAR for my
Commodore 64 or 1 28 for only $19.95 postage paid. I understand
that this is a trial subscription and that I am under no obligation
to continue beyond three months. (Canada/Mexico $24.95,
Overseas $27.95) Make checks payable in U.S. funds.
Name
Address
City
Telephone
State
ZIP+4
-IVISA/MC UAmEx
Card#
□ Payment Enclosed
_ Exp. Date
Call Toll Free 1-800-831-2694
(Louisiana Residents add 4% Sales Tax) CO088
SOFTDISK Inc • P. O. Box 30008 • Shreveport, LA 71130-0008
Compiled by Louis F. Sander
This month we feature some very useful tips forgetting the
most from Commodore's Magazine Entry Programs, plus
numerous submissions that were sent to me on Q-Link. As we've
mentioned before, you can send your tips by Q-Link E-Mail to
LFS. Be sure to include your full name and address, since we
have no way of sending cliecks by E-Mail!
If you'd rather send your treasures on paper, put each of them
on a separate sheet (preferably typed), with your name and ad-
dress on each one, and mail them to:
Louis F. Sander
P.O.Box 101011
Pittsburgh, PA 15237
Slow listing: If you know this one, you think everybody knows it.
If you don't know it, you think it's a miracle.
To slow down the listing of programs or directories, press the
CTRL key in 64 mode or the COMMODORE key in 128 mode.
Unfortunately, this trick won't work in CP/M mode.
Sebastian Camberos P.
La Paz, Bolivia
Label the programs you type: I have a very large collection of
programs from this column and from computer magazines in
general. The programs almost always had an accompanying ar-
ticle that explained them or gave useful information about their
use. Unfortunately, it's very difficult to remember where I got
most of the programs, so I'm out of luck when I want to go back
to the original source.
lb get around the problem, I now record the source of every
program whenever I type it in. I put a REM statement in an un-
used line number at the very start of each program. The REM
consists of the magazine name, the month, the year and the
page number of the original article.
Like most such useful habits, I wish Td started doing this
years ago.
Don Halloran
Bloomfleld,NJ
128 Magazine Entry Program tip: If you've typed in a Commo-
dore Magazine program without using the Magazine Entry Pro-
gram, it's not too late to gain the benefits of automatic proof-
reading. Just redefine Function Key 1 by executing
KEY1,CHR$(27) + "K"'
Then list a section of the program. For each line, type Fl and
the checksum. When you press RETURN, the Magazine Entry
Program will do its thing.
IMD Walrus
Q-Link
Improving the Magazine Entry Program: Each issue of Com-
modore Magazine includes two Magazine Entry Programs on its
final pages — one for the 64 and another for the 128. By auto-
matically detecting typing mistakes, the Magazine Entry Pro-
grams make it easier to type the other programs that are print-
ed in the magazine.
In addition to appearing in Commodore Magazine each
month, the Magazine Entry Programs are available on Q-Link
and from many user groups and bulletin boards.
When a printed program is set up for use with a Magazine
Entry Program, each of its lines ends with an apostrophe fol-
lowed by a checksum of four letters. (Due to the shortness and
simplicity of the programs in "Tips & Tricks," we seldom provide
the checksums here. They are, however, provided for almost ev-
ery other program in the magazine.)
When you load and run one of the Magazine Entry Programs,
it puts a machine language program in memory. You then ex-
ecute a SYS statement to activate the machine language pro-
gram and a NEW command to remove the Magazine Entry Pro-
gram itself.
Once the SYS has been executed, the invisible machine lan-
guage program carefully checks each BASIC line that you enter.
It gives audible and visible alarms if the BASIC line lacks the
proper checksum. The usual cause of this, of course, is a typing
error in the BASIC line itself.
There are ways to disable the automatic checking and other
ways to reactivate it once disabled. Complete operating instruc-
tions are printed in the magazine each month.
All in all, the system is simple, accurate and useful. If you
haven't tried it yet, you ought to give it a whirl.
But even the best programs can be improved upon, and these
are no exception. The accompanying listings provide some
changes that will make the Magazine Entry Programs easier
and faster to use.
The short listings that start "1 REM IMPROVED ..." are
lines that are to be added to the Magazine Entry Programs
printed in the magazine. To add them, you must first put the ap-
12 AUGUST 1988
ips & Tricks/64 and 128
propriate (64 or 1281 Magazine Entry Program into memory, ei-
ther by typing it or loading it from disk. Then choose the appro-
priate (64 or 128> listing from this article and type lines 1-140,
which will be added to the original program. (Actually, one of
the lines in each listing replaces a line in the original program.)
If you're typing the new lines for the 64, don't overlook the se-
micolons at the ends of lines 6 and 102.
Notice that the new program starts with a line identifying it
as an improved version. Save it, giving it a name that will differ-
entiate it from the original.
The improved programs automate your NEW and SYS by
printing them onto the screen, where you can execute them by
pressing the RETURN key. This reminds you to execute these
two important commands, and saves some typing when you do
it. The 128 version even puts a line of instructions in a window
at the top of the screen, where it stays visible as you enter your
other programs.
But the new programs have an even better feature — they let
you save the machine language programs directly, rather than
in the original BASIC loader form. This makes for faster load-
ing every time you use them. (For the 64, loading time is cut
from 80 seconds down to five!) To activate this feature, just an-
swer "Y" when asked if you want to save an ML version.
The Autoloader program accompanying this article automati-
cally manages the machine language programs. It detects
whether it's running on a 64 or 128 then loads and executes the
appropriate machine language code. It even displays the com-
mands for disabling and reactivating the Magazine Entry Pro-
grams.
To use the Autoloader, just be sure the machine language ver-
sion of the proper Magazine Entry Program is on the disk in
your drive. Then load and run the Autoloader, and everything
will take care of itself.
If you want to be completely equipped to work with the Maga-
zine Entry Programs, you should set up one disk that contains
all the programs you'll need. Here is what should be on it:
1. The original 64 Magazine Entry Program, as it appears in
the back of the magazine.
2. The original 128 Magazine Entry Program.
3. The improved 64 Magazine Entry Program (the one with
lines 1-140 for the 64 added).
4. The improved 128 Magazine Entry Program (with added
lines 1-140 for the 128 added).
5. The 64 machine language version, made by running #3
above and answering "Y" at the prompt. Its name will be
MAGENTPROG64.ML,
6. The 128 machine language version, made by limning #4
above and answering "Y" at the prompt. Its name will be
MAGENTPROG128.ML
7. The autoloader program that accompanies this article.
With these seven programs, you'll be able to do anything
you'd like, including going back to the originals as printed in
the magazine. In most cases, you'll probably just use the auto-
loader, which in turn will use MAGENTPROG64.ML or
MAGENTPROG128.ML, depending on the machine it is being
run on.
This article includes tips from Larry A. Sexton, Harriman, IN;
Grzegorz Szrnidt, Warszawa, Poland; and Jeffrey A. Seay, Mau-
melle, AR.
100 REM * AUTOLOADER FOR ML VERSIONS
110 REM * OF THE COMMODORE MAGAZINE
J 120 REM * MAGAZINE ENTRY PROGRAM
130 PRINT" [CLEAR, DOWNJWORKING. . ."
:KS="KILL";PS="MAGENTPROG6 4.ML"
:R=49152:REM 64
140 IF PEEK(65534) =23 THEN KS="SYS
4 867":P$="MAGENTPROG128.ML":R=4 86 4
:REM 128
150 IF A = 0 THEN A=l:LOAD PS , 8 , 1
160 PRINT" [CLEAR, DOWN] THE COMMODORE
MAGAZINE MAGAZINE ENTRY"
170 PRINT"PROGRAM IS NOW ACTIVE."
180 PRINT" [DOWN) ENTER '";KS;
11 ' TO DISABLE IT."
' 190 PRINT" [DOWN] ENTER ' SYS" ; R" [ LEFT]
1 TO REACTIVATE IT."
200 PRINT" [DOWNJCOMPLETE INFORMATION
ON HOW TO USE THE"
210 PRINT"MAGAZINE ENTRY PROGRAM CAN
BE FOUND IN"
220 PRINT"THE BACK OF ANY ISSUE OF
THE MAGAZINE. [DOWN] "
230 SYS R : NEW
REM IMPROVED
PROGRAM
REM SEE TIPS
64 MAGAZINE ENTRY
& TRICKS, 8/88
VERSION (Y OR N) ";Z$
"[SHFT Y]
100
102
104
115
120
13 'J
140
INPUT"SAVE A ML
:Z$=LEFTS(ZS, 1)
IF ZS="Y" OR ZS
" THEN Z$="Y"
IF ZS="Y" THEN OPEN 1,8,8,
"MAGENTPROG64 .ML, P, W"
:PRINT#1,CHRS(0) +CHRS(19 2)
B=H*16+L:POKE P,B:T=T+B:
P = P+1
IF ZS="Y" THEN PRINT! 1 ,CHRS (B) ;
GOTO 30
CLOSE 1
PRINT" [CLEAR, DOWN13]
DONE! PRESS <RETURN> TWICE TO
ACTIVATE.
PRINT" [DOWN] 'KILL' DISABLES,
'SYS49152' REACTIVATES."
PRINT" [ HOME, DOWN 3] NEW [ HOME, DOWN61
SYS49152 [HOME] " : END
128 MAGAZI
& TRICKS,
1 REM IMPROVED
2 REM SEE TIPS
3 :
4 INPUT"SAVE A ML VERSION
:Z$=LEFT$(ZS,1) :IF ZS = "
" THEN Z$="Y"
115 IF ZS="Y" THEN BSAVE"
8.ML",B0,P4864 TO P55
120 PRINT" [CLEAR]MAGAZINE
: SYS4864=ON [SPACE2JS
125 W=39:IF RWINDOW(2)=80
130 WINDOW 0,1,W,24
135 PRINT" [DOWN10]DONE! P
<RETURN> TWICE TO ACT
140 PRINT" [HOME, DOWN3] NEW
SYS4864 [HOME! " : END
NE ENTRY PROG
8/88
(Y OR N) ";Z$
[SHFT Y]
MAGENTPROG12
46
ENTRY
YS4867=OFF"
THEN W=79
RESS
IVATE.
[HOME,DOWN6]
Continued on page 96
COMMODORE MAGAZINE 13
C:v.:*l'
fonts up
to 192
point.
These days,
you can find
all kinds of pro-
grams that call themselves
desktop publishers. Oh, one
may drop a drawing here or
create a column there. But
don't let anyone kid you.
Nobody's got anything like
geoPublish.
You see, geoPublish is
a real desktop publisher.
With hundreds more features
that unleash your layouts
across an endless number
of pages, and leave your
non-GEOS friends frenzied
with frustration.
"Full featured desktop
publishing on the Com-
modore 64? Including
laser printing? If I hadn't
seen it with my own eyes
on my own Commodore
64, 1 wouldn't have
believed it, either."
— MicroTimes. March, 19KH
With geoPublish, you pour
your geoWrite text into col-
umns and around graphics.
Automatically. You can use
any of the 21 preset page
layouts or any of the zillions
you come up with yourself.
After that, it's off to fun
city.
The geoPublish toolbox
is filled with goodies that
help you create all kinds of
special effects in almost
every area, for example, you
can customize over 80 GEOS
compatible fonts. In bold,
italic, underline, or outline.
In any combination you
choose. Up to 192 points
high.
"Of the three soft-
ware packages I used
(geoPublish, Personal
Newsletter, Outrageous
Pages), geoPublish most
resembles professional
desktop publishing
programs:' _Rl.y Mmhl>WH
And that's just what you
can do with type. You can
also create columns. Boxes.
Banners. Enlarge or reduce
graphics. Zoom in for detail
work. Preview the entire
page. And print the whole
thing out on a LaserPrinter
for a razor sharp look.
Of course, those aren't the
only reasons we're excited
about geoPublish. It's also
because major magazines —
like the tough guys at INFO
KTURE STORY.
— are raving about it, too.
Saying that people will use
geoPublish "to retire their
Print Shops and Print Mas-
ters" and that "Newsroom
pales in comparison'.'
geoPublish Features
General
• WYSIWYG. What-You-See-Is-What-You-Get,
• Import graphics from geoPaim.
• Import graphics from Print Shop, Newsroom,
Print Master'" using GfiOS Graphics Grabber
(sold separately with Deskpaek Plus).
• Full page and zoom display modes.
• On-screen rulers, digital cursor control allows
exact placement in full page edit modes.
Work in full page preview mode
Zoom into actual size
Create master pages
«Sl U 1K4 fc? egkWl
GEOPUBL
rMKES BIG M
j-erAi-.f &>itn Ail bjtti
fi.cn H.**: SH
trier Hal* ^WC«1)>1»
,c> 1%
Flow text into column
Headlines in -1 to 192 points
object manipulation
Hey, with press like that
what more need we say?
Well, we can say we ve got
even more features. In fact,
a whole What-You-See-Is-
What-You-Get wish list in the
chart to your right, filled
with features that mean busi-
ness. Things like text in any
pattern and automatic font
smoothing and stuff that
nobody else ever thinks of.
So if you're serious about
desktop publishing, take a
look at geoPublish. For Com-
modore owners, it's the only
feature story worth
taking seriously.
■ Supports over 80 GEOS compatible fonts in
point sizes tanging from A to 192 point (.05"
to 2.6").
• Plain, bold, underline, outline, italic, super-
script and subscript, and any combination of
these typestyles allowed for each font.
•Supports dot matrix and Post Script laser
printers.
■ Supports up to Hi pages in length, larger docu-
ments can be created by setting the starting
page number.
Master Page Mode
■ Support for left and right master pages.
•Set up to 16 guidelines for aiding graphic and
column layout.
■ Automatic page numbering can set starting
page.
•Automatic dale stamping.
* Full graphic tool box for master page graphic
design.
II Berkeley
• Library feature for saving master page layouts,
product comes with a master page library with
several standard layouts.
Page Layout Mode
• Imports text from any Commodore word
processor.
• Flexible design and placement of text columns,
column layout, size and combinations can be
altered at any time.
• Built-in editor supports full word processing
features of geoWrite 2. 1 for text flowed into
geoPublish columns.
• Snap to guides feature allows for easy layout
using master page guidelines.
• User-selectable gutters (space between
columns).
■ Support for unanchored (flow with text) as well
as anchored (text flows around) graphics.
• Automatically flows text around graphics and
from page to page keeping track of up to 16
separate word processing documents.
Page Graphic Mode
• Contains a complete object oriented draw pro-
gram. Graphic tools include;
• Place picture: Picture can be centered and clip-
ped, scaled to any size, stretched and scaled.
• Special text: Any font may be output in any
point sine from 4 to 192 point. Text may also be
printed in any style and in any of the 32 GEOS
system patterns. Text may be printed either
horizontally or vertically.
• Lines, connected lines and curved lines
(splines): may be drawn in 8 different thick-
nesses, have round or square endpoints, and be
drawn in 32 different patterns.
■ Rectangles, polygons, circles, and ellipses: may
be framed or untrained and filled with any of
the 32 system patterns. Frame thickness can
also be varied.
■ Any graphic object or group of objects may be
selected at any time and moved, cut, resized,
brought to the foreground (drawn on top of
everything) or pushed to the background
(drawn under everything I.
• Automatic smoothing option for pictures and text.
• All tools work in either full page preview mode
or zoom mude.
To order call 1-800-443-0100 ext. 234
geoPublish
(California residents add ~Tc sales tax.)
$2.50 U5/$5.50 Foreign for shipping and
handling. Allow six weeks fur delivery.
Cnmgndot ,i™t Ctmnndoc Ci"^ u*\ £W *n- Indctnufc* »f Cammod *c
Eteclrmkl, 1-ld. CKDS. HJuMjfe >>r<sl'.iint, ;u\d Kt-fWiv Sj1ti«hrk„ Kre
HnitiTiiMiii"* i>1 Ui-rki-k'y Soft *fnk>. l"nm Shi^ I'nm Master jnd NeWSTMRI
art- (radr-ramr* I'lo-mpsnn-. .itbrr ibjfi Lfefttofef SoftVMl£&
Softworks
The brightest minds are working with Berkeley.
GEOPUBLISH
u
N
If you have nuggets of your own to contribute, write them up
and send them in. Successful contributors will get real and re-
warding fame, plus a grubstake of $5 upward.
Each submission should combine all the tips for one game, and
your name and full address must be printed on every sheet of pa-
per. Mail your nuggets to:
The Gold Mine
P.O. Box 101011
Pittsburgh, PA 15237
Alternate Reality: If you know how to use a disk sector editor,
you can easily change your character stats. Each disk can hold
four characters, on tracks 5, 9, 13 and 17,
In sector 14, the locations are:
167-169 — Experience in hi byte/lo byte format
173 — Character level
184-185 — Hit points in hi byte/lo byte format
188-189 — Maximum hit points
190-193 — Amount of gold
194-197 — Amount of silver
198-201 — Amount of copper
202-205 — Amount of gems
206-209 — Amount of jewels
These are the locations in sector 15. Choose a number be-
tween 0 and 255 and put it three times in a row in the places in-
dicated:
46-48 — Strength
55-57 — Intelligence
64-66 — Wisdom
73-75 — Skill
82-84 — Stamina
91-93 — Charisma
100-102 — Speed
Robert Sax
Wilson, NY
The Bard's Tale II: When fighting sorcerers, avoid attacking,
giving the defend command to all your characters. The sorcerers
will usually summon up a ninja, and at the end of the round the
party will disbelieve them. Repeat this several times, and your
experience points will really mount up.
Tired of waiting for morning? Go in and out of the Adventur-
er's Guild.
Trenton Gold
El Paso, TX
Compiled by Louis F. Sander
The Bard's Tale II: Before defeating Lagoth Zanta, make a new
character and bring him to the Sage's Hut. Defeat Lagoth Zanta
and the King will award all new characters a million experience
points, which will bring them up to the 21st level.
Erik Yerasseur
Uxbridge, MA
The Bard's Tale II: Tb enter the Catacombs from the Mad God
Temple, say TARJAN to the priest.
Tb get the first piece of the wand, go to the TOMBS and make
sure you have space for an extra person to join your party. Then:
1. When you get in the first snare, fight the toxic giant.
2. Let the old warrior join your party, putting him first in the
lineup.
3. Give the warrior what you got from the giant.
4. Have everyone drink from the fountain.
5. Have the old warrior use what you got from the giant in
front of the cloudy face.
If you have followed these instructions carefully, you'll find a
door where you found the old warrior. It leads to the first piece of
the wand. To get the second piece, after entering the second
snare go through the door on the left.
Tim Simstad
Address Unknown
The Bard's Tale II: To get past the double doors in the beginner
dungeon, make your bard sing the Watchwood Melody.
When going to fight Lagoth Zanta (the Sage), fill the empty
slots in your characters with dynamite or holy hand grenades.
Then have every character, except for your Archmage(s) and
those with an Aram's knife, toss dynamite or holy hand gre-
nades every round. Make the Archmage(s) cast either the dream
spell or heal all, to heal/raise every member who has taken any
damage. Toss Aram's knives at Lagoth Zanta until he is dead.
Stephen E. Mynhier
Lake City, FL
Bomb Jack: For infinite lives, load the game, reset your 64,
then type:
POKE 4056,44 <RETURN>
SYS 2064 <RETURN>
Patrick Thibault
St-Nicolas, Quebec
Canada
16 AUGUST 1988
Gold Mine
Bomb Jack: Here's another wav to do it:
POKE 5693.234 <RETURN>
POKE 5694.234 <RETURN>
POKE 5695.234 <RETURN>
SYS 2066 <RETURN>
Adrian Zenker
Buenos Aires, Argentina
Bruce Lee: To get super high scores in this game, go to the
right-most part of the screen on ground level. After appearing
on the left side of the screen, go to the ladder in the middle.
When the Ninja appears, he will come down and stop beside the
ladder. Come down and he will charge you. When the Ninja
touches the ladder, climb up it again. Align yourself with the
Ninja and come down on his head. Repeat as often as necessary.
Ta-Wei Wan
Bangkok, Thailand
California Games: To rack up points in Surfing, instead of
ramping in the regular way. push your button and push your
joystick left. You will be able to do a 360 in the air.
Justin Stephenson
Evansville, IN
Cauldron II: For infinite lives, POKE 26282,165.
Patrick Thibau.lt
St-Nicolas, Quebec
Canada
Championship Wrestling: When playing a one-player game,
wait until your score is 750 points before covering the computer
opponent. If your score is above 900, wait until time runs out, or
you will lose up to six points.
Evan Davis
Edgeworth, New South Wales
Australia
Championship Wrestling: The world record is located on Track
18, Sector 10. If you're skilled with a disk editor, change it to
anything you'd like.
David Stewart
Hazel Green, AL
Defender of the Crown: When you are raiding, strike the soldier
while moving backwards. It will be hard for him to strike you.
Nathan Jones
Baltimore, MD
Defender of the Crown: When you first start the game, transfer
all your garrison to your army, then move to a territory that has
the most vassals. This will put extra men into your army. Do
this for two or three moves to build your income and your army,
but don't spend too much time away from your castle with no
men there.
When jousting in a tournament, move the lance left until it is
just left of the right-hand side of your opponent's shield, then go
down a little. While doing this, count the number of times your
lance bounces. On the fifth bounce, at the lowest point possible,
press the button to knock your opponent off his horse. This takes
a little practice, but it's worth it.
When jousting against a better opponent, try to knock him
from his horse the first time. If you miss, he is likely to knock
you off that time or the next. When jousting an inferior oppo-
nent, you'll probably have another chance.
Glenn Taylor
Algonac, MI
Dig Dug: If you observe the lower right cave, you should see
Pooka, the tomato with sunglasses. Watch where he starts mov-
ing, and go down to his cave and pop him from above. Pump him
at the place he started from, and when he is one pump from pop-
ping, press RESTORE and immediately start another game.
Sometimes this works and gives you 500 points and one less
creature.
Shane Watts
Birmingham, AL
Fort Apocalypse: For 98 lives, load the game but don't run it.
Then type:
POKE 36339,153 <RETURN>
RUN <RETURN>
Patrick Thibault
St-Nicolas, Quebec
Canada
G.I. Joe: If you are G.I. Joe and one of your troopers is behind
bars, position your star next to him (or her I. Quickly move the
joystick towards him, pressing the joystick at the same time.
The words G.I. JOE will fall on the captured character, and you
can use him once again.
In heavy equipment combat, if you have only one person to
control both joysticks, find the hiss tanks and position your vehi-
cle out of range of missiles. Then pick up the other joystick and
begin firing.
Mark Bichle
Oregon, OH
Gunship: Use a copy machine to duplicate the overlay supplied
with the game. Outline frequently-used keys with a bright col-
ored marker, making them much easier to find.
If you crash or are found MIA, proceed until asked to flip the
disk and press the fire button. Instead, flip and reboot the disk.
You'll find your pilot still alive, and you'll be able to collect a
chest full of ribbons and medals, not to mention points.
Joseph T. OVonnell
Sewell,NJ
Gunship: Use accelerated time while traveling to your primary
and secondary missions as well as when returning.
Write down the countersign and keep it close by, since you
have a limited time to type it in. Also write down the map grid
numbers to both primary and secondary missions.
When you're getting shot down drastically and you need to
look at your position, press Z and put the game in pause mode.
Mark Bickle
Oregon, OH
Hacker II: To see the ending screen, type COVER, then enter
your name when prompted. This tip also works for the Amiga
version.
Steve Rohatynsky
Winnipeg, Manitoba
Canada
Continued on page 98
COMMODORE MAGAZINE 17
64 AND 128 SOFTWARE REVIEWS"
Reviewed by John jermaine
California
Games
Computer: Commodore 64
Publisher: Epyx
600 Galveston Dr.
Redwood City, CA 94068
Medium: Disk
Price: S39.95
Long ago, in the legendary kingdom of
California, a group of young wizards
gathered together to have a little fun.
These talented individuals wanted to com-
pete against each other, so they devised a
series of unusual challenges which took
advantage of the realm's fantastic weath-
er and beautiful beaches. These events in-
cluded: halfpipe skateboarding, perform-
ing tricks with a foot bag, surfing, roller
skating, BMX™ bike racing, and throw-
ing a flying disk. Over the years, new gen-
erations of California wizards have kept
the spirit of these sports alive in places
tike Venice Beach, Santa Cruz and Gold-
en Gate Park.
Matt Householder, a program manager
at Epyx, also became fascinated with
these addictive west coast pastimes. He
and his wife Candi thought software cus-
tomers around the world would jump at
the chance to participate in traditional
California contests. The rest is history.
lb start things off, lets examine the six
mini -games of the program, Halfpipe
Skateboarding is a unique challenge for
several different reasons. First of all, the
player has to learn the secrets of riding a
skateboard in a U-shaped trough. This is
no easy matter, because your speed and
timing must be exact. Once you've mas-
tered the basics, extra points can be
earned by performing kick turns, hand
plants and aerial turns. I recently spoke to
a guy who had done a lot of halfpipe
skateboarding several years ago. He says
the Epyx simulation of the sport is au-
thentic and accurately depicts the unique
factors of his favorite hobby.
California Games' Foot Bag event re-
sembles Hacky Sack'" competition. Even
though Foot Bag is one of the easiest
events of the program, it's really a chal-
lenge to literally juggle the bag (in the air
above you) without using your hands.
Some points are scored by keeping the foot
bag moving, where it doesn't touch the
Once you know what has to
be done, concentrate your
effort on learning the
optional stunts of each
game.
ground, but a wise player will perform as
many stunts as possible during the allot-
ted time. By using this approach, the user
will obtain a much higher score.
Roller Skating dares you to travel down
a typical California boardwalk without
taking any spills. The skater has to avoid
a number of familiar obstacles (including
discarded banana peels, bouncing beach
balls, dropped ice cream cones, etc.), while
leaping over cracks and missing pieces of
the walkway.
BMX Bicycle Racing (BMX stands for
Bicycle Motocross) is the ultimate test of a
consumer's joystick skills. Ride your bike
over a rugged course containing a gener-
ous supply of bumps, dips, jumps, and a
few obstacles thrown in for good measure.
Points are awarded for completing the
course within the two-minute time limit.
A smart cyclist, however, will try to per-
form several stunts along the way for ad-
ditional points.
Surfing actually transports you to the
beaches of southern California. Grab a
board, hit the waves and shoot the tube
like the pros do. You have one and a half
minutes or four wipeouts (which ever
comes first) to show the judges your stuff.
Last, but not least, we have the Flying
Disk contest. If you like throwing a Fris-
bee"' around the back yard, Flying Disk
should be right up your alley. The object of
this event is quite simple: throw the disk
properly, estimate how far it will travel,
and catch the disk before it falls to the
ground. Some individuals might think
this is a boring concept for a home com-
puter game, but I've had a lot of fun trying
to do everything correctly.
The graphics of California Games are
superb. One of the first things I noticed
about the program was its interesting col-
lection of computer athletes. In Foot Bag,
for example, the an attractive man exhib-
its extremely fluid body movements. Com-
puter people in other games (like those in
Roller Skating and Flying Disk) give you
partial control of their bodies. The skater
allows the player to move her legs or
jump, while the two flying disk enthusi-
asts are either throwing the disk or mov-
ing in a direction to catch it. BMX Bike
Racing, Surfing and Halfpipe Skateboard-
ing feature unusual software athletes. In
this case the consumer is actually mani-
18 AUGUST 1988
Software Reviews/ California Games -
pulating the vehicles, instead of the peo-
ple riding them.
Background graphics are equally im-
portant. Foot Bag competition takes place
in Golden Gate Park, making it possible
for the user to see Alcatraz, San Francisco
Bay and the Golden Gate Bridge in the
distance. In Roller Skating, the player can
observe activities taking place on the
beach behind his skater. Where most com-
puter games simply place you in a generic
environment, California Games actually
transports the player to places he's read
about and gives him the opportunity to
experience what it's like to be there.
All six events in California
Games were well planned
and thoroughly researched.
If you expect superior sound effects in
your software, California Games won't dis-
appoint you. First of all, inspirational mu-
sic is played at the beginning of every con-
test. Some of these energetic tunes seem
vaguely familiar, but the only one I could
identify was "Louie, Louie" (heard during
the opening title sequence). The different
sounds of the sea in the program are abso-
lutely incredible. As you participate in
Surfing, for example, the ocean literally
roars around you. During Foot Bag com-
petition, the player is a short distance
away from the water, and the sound of the
sea is much softer. These last two items
are the most realistic home computer
game sound effects I've heard to date.
Other interesting noises include: the low
ramble of an earthquake, the screech of
sea gulls flying over head, and the high-
pitched language of dolphins.
Game play is another issue we need to
discuss. All six events in California
Games were well planned and thoroughly
researched. As far as I can tell, each is a
true simulation of the sport represented.
These challenges were also designed to be
extremely user friendly. Epyx game de-
signers have taken a complicated real-life
situation and simplified things, so the
average consumer can perform the same
task on a microcomputer.
Read as much about each contest as you
can before actually "booting up" the title.
Yes, this means opening the instruction
manual. Once you know what has to be
done, concentrate on learning the optional
stunts of the game. Performing these
tricks in competition will earn you a lot of
additional points. A time factor is also
present in most events, so try to perform a
number of different stunts, progressing
from the easiest to the hardest ones on the
list. This strategy guarantees you a de-
cent score, with the possibility of earning
an excellent one.
In conclusion, California Games is a re-
markable piece of software. The graphics
of the program are excellent. Computer
athletes, in all six game challenges, look
and act like real human beings. If you ride
your bike over the BMX race course, ex-
pect to encounter the types of things real
BMX bikers have to contend with. In oth-
er words, authenticity is the prime direc-
tive. Every component of the program has
been carefully patterned after its counter-
part in the real world, and the motion of
these items appears to be natural. Sound
effects are equally impressive. They suc-
cessfully support the action on the screen.
The joystick commands are easy to use,
while the instruction manual was written
in common language.
I really enjoyed the program because
it's like radical and totally tubular, dudes.
For an instant translation of this last re-
mark, read the final page of the California
Games instruction manual. B
want to make it the centerpiece
Scenery Disk collection! This is pari
a five-part guided tour from Lone
Red Square.
This month we say goodbye to P
France Look closely and you car
Arc de Triomphe to the right of )l
Tower
On to Germany! We land first at F
one of the most modern Germas
Other areas we'll be visiting inclu
Munich, Numberg and Stuttgart.
Next month we'll finish our tour o'
Germany, and prepare to go on
Moscow!
"^LOGIC
Corporation
501 T(enyon Road
Champaign. II 61820
[217)3&64&Tfrtn 206991
OflOER LlhF IBOOI 63T-WS3
COMMODORE MAGAZINE 19
64 AND 128 SOFTWARE REVIEWS
Reviewed by Gary V. Fields
Sub Battle
Simulator
Computer: Commodore 64
Publisher Epyx
600 Galveston Dr.
Redwood City, CA 94063
Medium: Disk
Price: $39.95
Sub Battle Simulator is the latest entry
in the World War II submarine simu-
lation field. This game lets you command
either an American or German subma-
rine during the war years of 1939 through
1945. As skipper, you can take your sub
out for training maneuvers, a single bat-
tle or multiple missions covering the du-
ration of the war, plus you can operate in
either the Pacific or Atlantic Ocean.
As if those options weren't enough, the
game lets you select which type of subma-
rine you command as well. As a German
officer, you can select either an outdated
German HD U-boat (for a real challenge),
the more common VIIC, or even the
streamlined XXI (to put the odds on your
side). If you prefer to operate an American
sub, you must choose between Gato'Tench
class or an older S-Boat. These choices not
only prevent missions from becoming re-
dundant, but also make the simulations
much more realistic. The game includes
four levels of difficulty, but these artificial
levels are expanded by choosing the type
submarine you command.
I must admit I approached Sub Battle
with some skepticism. One of the first war
games I ever bought for my 64 was a sub
simulator, and I've tried to test each new
entry into the field. Too often I've found
these games were either too arcade-like or
else too complicated. The only one I really
liked that properly mixed action and
strategy was Silent Service (MicroProse).
The question for me came down to one
consideration: how well does Sub Battle
hold up against my favorite? And to an-
swer the question immediately, I found
this one every bit as good in most categor-
ies and better in some.
First, let me tell you the few things I
didn't like. This game relies heavily upon
keyboard controls, which means you will
have to spend some time mastering your
sub's layout before you can hope to sur-
vive in open water. Because the game
To survive
you must be
able to mix
caution,
courage, skill
and luck.
spans the conflict areas of both the Atlan-
tic and Pacific oceans and includes views
from radar, sonar, maps, periscope, bin-
oculars and the tower (plus zoomed views
of some), the entire game cannot be loaded
into the 64's memory at one spin. So when
you change views or significant events oc-
cur, the disk is accessed to display the new
screen or information. These access delays
are not annoyingly long, but they can
spoil the illusion of real-time play.
With that said, let me add I was delight-
ed with everything else about Sub Battle.
The game's graphics are well done, the
maps are accurate, and the sound effects
are effective. Not only can you view most
of the actual gauges, devices and scenes
you would from a real sub, but you can
also view your submarine (when sub-
merged) from a vantage point outside the
sub (fish-eye view). This perspective lets
you see any surface vessels approaching
and dropping depth charges. I'm sure
some perfectionists will object to this un-
real vantage point, but I appreciate the
option. I found the ability to see the action
during a depth charge attack increased
my interest. If you demand realism and
nothing more, simply never use this
option.
I really like the ability to do battle in
either ocean and the ability to stay at sea
for the duration rather than for only a few
sorties. Here, as in real war, you must re-
turn to home port to refurbish your sup-
plies. To survive you must be able to mix
caution, courage, skill and luck. The game
even includes air attacks which you must
either avoid or defend against with your
anti-aircraft gun. And true to life, you
must recharge your batteries for sub-
merged action. There is also an option to
save your place in the game, so a mission
can go on as long (or as short) as you wish
(or survive). The map displays as well as
all the other graphics of this game are re-
alistic though not the best Fve seen on the
64. Apparently the programmer sacrificed
some graphics in order to accommodate
more realism and speed.
The only thing a real enthusiast might
complain about is that the game is a little
too easy at the entry level. At that level, it
is very difficult to miss hitting at least one
ship when firing at a convoy. But as you
increase the difficulty level, the game gets
tougher and truer to real warfare. I per-
sonally appreciated the easy entry level.
Too often games are so difficult that any-
one less than an expert in the field in
which the simulation is molded becomes
frustrated. This is not true of Sub Battle.
You will almost certainly have fun and
tear up some convoys on your very first
tour of duty. As you feel more confident
you can increase your difficulty level,
challenge and game reality.
There was a time when movies were
guaranteed success at the box office as
soon as they were banned in Boston. In-
stead of deterring people from using a
product, banning it usually peaks the
public's interest. Some software is now
getting the same treatment. The recent ef-
forts in West Germany to ban the sale of
some war-related software to minors in
that country has peaked interest in those
games just like Boston peaked public in-
terest in the movies the city tried to ban.
At this writing, Sub Battle hasn't received
the notoriety of such attention. But my
advice is, don't overlook this game just be-
cause the Bonn government has not no-
ticed it yet. Sub Battle is an excellent na-
val war simulation and deserves to be
ranked with the 64's best. g
20 AUGUST 1988
(b-
128 NEWS
PAGE ,LLUSTRATOft
Here's an 80-column high -resolution
drawing package (hat's powerful and
easy to use.
Create colorful graphics or have Page
lilustrator assist you in drawing simple
geometric figures. Create clip-art from
any portion of the screen, then mirror,
reverse, or flip it
Import graphics trom popular drawing
packages for your own creations. Add
the finishing touch by using a variety
of fonts.
Bring the p'owerofpereonanHcWi
to your C-128 or 128D. Integrate text
and graphics to construct everything
from high quality newsletters to profes-
sional business forms.
Layoutand design isquickand straight-
forward, import text created with your
word processor. Wrap it around
graphics from Page Illustrator. Then
change the look by using a different
font or repositioning graphics.
Add Extended Video RAM and 1700-1750
RAM Expansion for higher performance.
TWO CONSTRUCTIVE PROGRAMS
From Patech Software, Inc.
You don't need a new computer to join the desktop publishing revolution! With
PAGE BUILDER and PAGE ILLUSTRATOR from PATECH Software, your
C-128 (or C-128D) can compose professional-looking pages, using your own
dot-matrix printer!
PAGE BUILDER and PAGE ILLUSTRATOR are stand-alone programs; each
with a specific function to perform. Whether used singly or as an unbeatable team,
these Two Constructive Ideas are designed to make maximum use of the C-128's
native power. They were created by publishing professionals who put that power
where you need it most — into real performance and utility, not bells and whistles.
PAGE BUILDER Suggested Retail Price S49.95 PAGE ILLUSTRATOR Suggested Retail Price $ig.g5
Dealer &. distributor inquiries For ordering and information
201-545-1571 201-238-5959
P.O. Box 5208
Somerset, NJ 08873
Add S3.S0 for
Shipping and
Handling
64 AND 128 SOFTWARE REVIEWS
Postcards
Computer: Commodore 64
I'ublisher: Activision
3885 Boharmon Dr.
Menlo Park. CA 94025
Medium: Disk
Price: .$24.95
The postcard: is there any other com-
munications medium as simple and
effective? With a couple of well-chosen
words scribbled on the flip side of a select-
ed photo or illustration, one can invest in
a fifteen-cent stamp and expeditiously
make contact, establish whereabouts and
express well wishes anywhere from the
Atlantic to the Pacific. Talk about efficien-
cy! The only notable problem with these
pocket-sized wonders is that their com-
mon use is usually pretty restricted; they
are generally reserved for messages
penned at a hotel, resort, tourist attrac-
tion or other travelers' rest stop. Once the
trip is over and the suitcases are un-
packed, those who even take the trouble to
keep in touch with the written word are
forced to the card shop or stationery
store — options which are apt to take more
time, energy and cash.
But I wouldn't let the inkwells dry out
just yet, for an evolution is in the works.
With the release of Activision's Postcards,
the familiar postal mighty mite has taken
a giant step forward, breaking the old lo-
cation restraints and now making it possi-
ble for users to create and design an un-
limited supply of personalized postcards
from the comfort of their own homes. With
this program's assistance, a blank piece of
paper can be transformed into a unique,
mailable masterpiece in a matter of min-
utes. It's all so incredibly easy, I guarantee
your "outgoing" pile will never look the
same.
The nucleus of the Postcards package is
a special paint program, a two-step utility
which first lets you sift through various
visual libraries to pick up all of the ele-
ments you would like in your composition.
It then provides you with a full-size work
area, a white rectangular canvas of sorts,
on which the ingredients can be placed
and arranged. A vertical "commands"
menu borders the left edge of this display,
allowing easy access to all designing tools
with a mere tap of the keyboard.
When gathering artwork for your post-
card, you can either use the clip art from
Activision's on-disk pool, or compose your
own drawings from scratch. If you choose
the former method, you'll find enough
imaginative diversity on hand to satisfy
almost any need. First, a ten-scene tour is
provided to help you outfit your postcard
with a desired background. Offerings in-
clude Main Street U.S.A., skylines,
moonscapes, quiet country roads and ev-
erything in between. Once the backdrop is
selected, you'll have a library of over 130
pre-drawn objects, animals, people, signs
and structures to help dress things up.
Postcards employs the familiar and fa-
cile "cut and paste" construction tech-
nique to assist with the designing. As if
you were working with a pair of scissors,
you can leaf through the visual files, se-
lect and "clip" all the desired items, and
then place and position them anywhere on
the postcard in progress. Objects can be
moved, mated, duplicated, flipped, or, if
they don't meet expectations, simply dis-
carded. With Activision's libraries, the
slant is humorous and the scope is broad,
ranging from the realistic (ice cream sun-
dae) and historic (Napoleon), to the fan-
tastic (flying saucer) and utterly absurd
(bikini-clad wart hog). You're bound to
find just what you need.
Once the scene is set and the cast is in
place, it's time to polish off' your postcard
with a personalized message. Some of the
old standbys, like "Good Luck," "Greet-
ings From . . ." and "Congratulations" are
included in a phrase file. But there are no
limitations. You can say anything you'd
like either by typing out a quip or two in
the Text mode or by accessing some of the
more elaborate letter styles available in
the Alphabet library. Then, with the on-
screen creation complete, you move to the
final Output phase, where the postcard is
printed onto a regular sheet of paper.
pasted to the back of some thicker card
stock (supplied in the package), and then
trimmed to fit. Voiia! Your completed post-
card is ready to fly. A quick note, a stamp,
and it's on its way.
We've all come to expect a complete pro-
fessional job from Activision, and Post-
cards does not disappoint. The documen-
tation is clear and comprehensive, filled
with easy-to-follow lessons, explanations
and examples. A sturdy reference card is
also boxed, categorically listing all the
1 contents of the visual files, making item
location a snap. This thoroughness and
ease of use also Cannes over to the pro-
gram itself. Even the most absent-minded
user will be steered clear of potential trou-
ble with on-screen prompts and instruc-
tions. It's smooth, trouble-free sailing all
the way.
Although this package's title would lead
one to believe that its finished product is
rather specialized, I've found additional
uses for these petite creations, like person-
alized memos and eye-catching bulletin
board reminders. Activision offers even
more suggestions, like gift tags, invita-
tions and bookmarks. It's such an easy-to-
use, entertaining diversion, that you'll
probably find yourself thinking up rea-
sons to pick through the clip art to create
a scene or two. I've got a whole disk full of
completed postcards just waiting for an oc-
casion.
With Activision's Postcards, the mes-
sage is clear. Go out and get it. Q
22 AUGUST 1988
TM
Commodore
StffflBS
latter than BASIC
•S&S5* Graphs
included. A cuk
BEC^RBASlCMor
srisr
ston?) SSSS"^
detailed drawiny
electronics ete. *-
i do det^Jorkcaie
Outputs m exact
,. -f BASIC programs
run ^ h Ties- Another ^ f0 „se everday
rPOSTM Tricks and ^r^ tricks and >'Psg««write in
HatdvwrWngsoi
Great Reviews'
VM'CK
BHCKERTEXT-More
thaniust-^
processor, wn
indexing- « M ft.
column printing cRs
spelling checK|\B0 00
as you type- *1&u"
ATeaaseE^nsWe editor,
wlh ease, t- search,
muUiple ■endows
replace more. F^™^
macro ■JJ«Efj3« functions
Unking, includes emu $gg g5
library-
—
■
* *■'
"
I
%
'■;■;•;':.-:/: >>S.
use. Loaded ^"uing,
DcTRlEVE— Powerful
searches and maexi «
DataBetri£^e
Available soon.
QEOS is a trademark of Berkley Software
Commodore and Amiga are trademarks of Commodore -Amiga Inc.
! _,
- If your dealer doesn't carry Abacus products, then have him order
them for you. Or you can order direct using the following order blank
or by calling— 1-800/451-4319
AbacusB
Dept. MC7 • 5370 52nd Street SE • Grand Rapids, Ml 49508
Phone 616/698-0330 • Telex 709-101 • Telefax 616/698-0325
Call or write for your free catalog. 30-day money back guarantee on
software. Dealer inquiries welcome — over 2400 dealers nationwide.
Qtv- Products Prim IoJaJ Qj£_
Text Pro J79.95
AaaemPro 99.95
Cadpak 64 39.95
Cadpak 128 59.95
BASIC 64 39.95
BASIC 128 59.95
Products
Bt'ckcrTcil
Data Retrieve
Super C 64
Super C 123
GEOS TIT
2iss Total
J150.00
79.95
59.95
59.95
16.95
In the USA add $4.00 for S & H. Foreign add $12.00 per item
Michigan residents include 4% sales tax
Total amount enclosed {US funds)
Card No..
Name
-&P-.
City
Phone No.
_S1ate_
_Zp_
64 AND 128 SOFTWARE REVIEWS
Reviewed by Jim Esch
geoDex
Computer: Commodore (>4
Publisher: Berkeley Soft work?
2150 Shattuck Ave.
Berkeley, CA 94704
Medium: Disk
Price: Beskpaek Plus— $29.95*
GeoDex turns your Commodore 64 or
128 into a convenient rolodex-style
filing system for names and addresses. It
has the look of an actual rolodex— it pops
up in front of your desktop menu for easy
access. Each area of related information
looks like an index card with a column of
icons on the right border. Cards are orga-
nized alphabetically according to the first
letter of the last name, which is indicated
on a letter tab at the top of the card. A
card holds ten fields of information: last
name, first name, middle initial, address,
city, state, zip, miscellaneous, phone num-
ber, and group (more on this later i.
Each field is accessed by pointing and
clicking your mouse or joystick or press-
ing RETURN, which moves you to the
next field. There are limitations to the
number of characters that you can enter
in a given field (e.g.. .'30 characters for an
address), so you may have to tinker with
abbreviations.
If you want to make a new entry, click
on the New tab and type your informa-
tion. When you are done with a card, click
on New again, and a blank and will ap-
pear. The card you've just typed has been
automatically filed in alphabetical order.
Moving between files is essentially the
same as a rolodex; you can jump to a letter
tab, then flip through cards using the
page turn icons in the lower-left corner of
each card. You can also use the up and
down cursor keys for the same result.
lb search through files for a particular
name, click on the "Seareh" icon and type
in the last name you want to find. When
you enter a question mark in the name,
geoDex will look for the name, allowing
any character for the place you entered
the question mark. For example, if you
type J?nes instead of Jones, geoDex will
look for Janes, Jenes, Jines, Jones, and
Junes. You can aJso type an asterisk (*) at
the end of a list of characters; geoDis will
search for only the letters before the aster-
isk and disregard the rest. You can type
Jo* as your name, and geoDex will look for
any name beginning with "Jo." You can-
-■■■ ■■ * ■
»-!■:■ ,i
-" ' ~T" "" "!.:-i
ifaiju A. MS, 1 y-j £U,MU
j l flit Home -;; ---*-: ^ "SI 1
— CR*: -.:::.- State-. -.- ■!
,— Jq Z>» ■ Miic: i.i- • H V
^
To autodial just page to a
card, pick up your phone
(connected to a modem) and
click on the telephone icon.
not, however, begin a name with a ques-
tion mark or asterisk.
Group Fields
lb organize your cards other than al-
phabetically use group fields ( three per
cardi. These fields let you enter a three-
initial code for different groups. For exam-
ple, your card file may contain many dif-
ferent types of names and addresses:
friends, club members, clients, etc. By des-
ignating each card into these categories,
you'll be able to access each group.
If you want to view a selected group
within your total card file, click on the
Group icon and type in the group initials.
Only records that match the group desig-
nation will be displayed. This saves you
■ needless flipping through irrelevant
cards.
GeoDex can also print your records in
different ways. You can print a phone list
of all the names in your list or selected
group, or you can print address labels (one
inch and inch and a half sizes i. You can
even print, a list of all the field data on
each card. Select the Group icon to print a
select portion of your files.
Autodial ing is another nice feature on
this application. With it you can page to a
card, pick up your phone (connected to a
modem! and click on the telephone icon.
The modem will dial the number listed on
the card.
GeoDex also supports many commands
via the keyboard: autodial, delete current
record, search for a record, create a merge
file, select a group, print records, quitgeo-
Dax, change style ( plain/boldface I. display
first record of a given letter file. You can
read data from geoDex, geoFik, or geo-
Write, The manual details the pi-ocess for
using geoDex to merge data.
Tips
Remember that geoDex is limited to 24
cards per letter of the alphabet, so you
might need to keep more than one file
drawer if you think you'll exceed this lim-
it. Use this limitation to your advantage
by making separate drawers for separate
purposes.
GeoDex is useful as a reference tool, and
it's a quick way to print out labels and
lists in dot matrix format But it doesn't
have the open ended capability or adapt-
ability of a database like geoFile. For in-
stance, you are limited to the fields given
on the card, which have character limita-
tions. Thus, you don't have as much flexi-
bility in tailoring your addresses to in-
clude lengthy or multiple information.
The more complicated your entries, the
more you'll need a database like geoFile.
The fact that geoDex is a dedicated ad-
dress card file makes it advantageous over
a more powerful database in some re-
spects. You don't have to worry about cre-
ating anything— you're automatically
provided with name, address and tele-
phone Dumber fields, The program also
lacks the flexibility of print styles that
you have in other GEOS applications.
GeoDex prints either plain or boldface
styles, but you can't use fonts like Roma
or BSW. You can use fonts by merging a
geoDex data file into a geoWrite document.
So you can include your names and ad-
dresses in a form letter, taking advantage
of the fonts and styles in geoWrite.
GeoDex can be very useful if you store it
onto other workdisks with applications
like geoWrite and geoFile. This way, an en-
tire card file of names and addresses will
be at your disposal while writing or orga-
nizing larger fields of data. With geo-
Merge you'll be able to merge this infor-
mation efficiently. Think of the time
saved — no more alphabetizing or flipping
through cards manually. GeoDex adds fur-
ther efficiency to your Commodore operat-
ing environment by simplifying the tedi-
um involved with the traditional rolodex.
You'll even clear some desktop space.
::: Editors \ote: Berkeley now bundles
geoDex with geoMerge, Graphics Grab-
ber, Icon Editor, The Calendar and Black-
jack. The package is titled Deskpack Plus
and retails for $29.95. Q
24 AUGUST 1988
Preview The Future!
ttt« ■ r^r
SfiTlIM
*»**•■• Bufism
i aircrait . . . me nonesi topic or discussion in aviation circles 10
Space age technology and engineering make these aircraft virtually
undetectable by enemy radar. Stealth fighters are believed to now be
operating from top secret military bases, flown only on the most sensitive
missions and only by the most experienced pilots.
Precise information about this next generati
of Air Force jets is highly classified. But ext
sive research has enabled the aviation experts
at MicroProse to incorporate the potential
design and performance characteristics in a
powerful new simulation.
Slip into the cockpit of PROJECT: STEALTH FIGHTER and
familiarize yourself with the advanced "heads-up display "(HUD) and
sophisticated 3-D out-the-cockpit view. At your disposal is a dazzling
array of state-of-the-art electronics, weapons and countermeasures.
But remember, flying a stealth aircraft takes more than just fighter pilot reflexes.
The real challenge is mastering the jet's electromagnetic profile to avoid enemy
radar, white executing a deep-strike mission into North Africa or conducting delicate photo reconnaissance over Eastern Block
seaports. Also featured are carrier and land-based takeoffs and landings, as well as land, sea, and air targets and threats.
PROJECT: STEALTH FIGHTER combines the combat action thrills of the best-selling F-15 STRIKE EAGLE with the
sophisticated flight environment pioneered in GUNSHIP. Add the danger and suspense of clandestine missions in an
innovative 'invisible aircraft" and you have PROJECT: STEALTH FIGHTER, the latest flying challenge from MicroProse!
PROJECT: STEALTH FIGHTER is available from a "Valued MicroProse
Retailer" WR| near you. Call us for locations!
For Commodore 64/128, IBM-PC/compatibles and Apple ll/e/c. Call or
write lor specific machine availability, and for MC/VISA orders il product
not found locally.
183 Lttefiir.i ~s ■< -K" (*"«■■ '/J ?i
64 AND 128 SOFTWARE REVIEWS
The Eternal
Dagger
Computer: Commodore 64
Publisher: Strategic Simulations, Inc.
1046 N.Rengstorff Ave.
Mountain View, CA
94043-9986
Medium: Disk
Price: $39.95
A recent release from SSI is The Eter-
±\jial Dagger, sequel to the popular
Wizard's Crown. The Eternal Dagger cap-
tures all of the essential elements of role-
playing games that make them so enjoy-
able and places them in a new "world"
that is explored via an updated Wizard's
Crown game system.
This game system that made Wizard's
Crown such a winner promises success for
The Eternal Dagger. What sets the system
apart from other role-playing games is the
use of two forms of combat (tactical and
quick) and the highly structured and or-
ganized use of classifications for items,
abilities, monsters, spells, weapons and
characters. Also unique to this system are
its incredible ease of use and command
entry that relies entirely on single key
presses.
Every encounter with enemies in The
Eternal Dagger requires a choice of com-
bat modes. If quick combat mode is select-
ed, the computer resolves all combat in
five to ten seconds. This mode should be
used only when weaker creatures are en-
countered. It doesn't allow control of any
special combat items or weapons with
which defeat of the enemy may be
simpler. The computer simply chooses .the
best strategy for your party and conducts
the battle based on this strategy. Whether
you win or not is out of your hands.
I don't like trusting a computer with my
free time, so I prefer tactical combat. Tac-
tical combat brings war gaming into role-
playing games, in that you make every
battle command and see a layout of all
characters and monsters involved in the
battle on the screen— just like a war
game. Complete control of all items and
characters, as well as necessary examina-
tion of all opponents, make this the mode
of choice for all but the easiest battles.
Many battles will be fought in The Eter-
nal Dagger, for the plot revolves around
reducing the number of creatures over-
- * * - -■ ;>• "
* .. - - ■7f. .'.',«»»'» J
•.S/EftBCK ftPCft, <H,Mt '&!»?. '.'(if.-
hoSe Pftflv.
- PEC r * CHfi?«crEsi 6V
- - ■ :,-.'■ ■ ■ -.-..: - : :
running one world and closing the gate
that leads to another world teeming with
more horrible monsters. The Eternal Dag-
ger takes place some time after the goal of
Wizard's Crown has been completed. Kai-
tar, a friendly wizard, has discovered that
many demons and undead creatures are
attacking innocent people in Arghan, the
place saved in Wizard's Crown. They are
coming from a parallel world, Middle
World. Ssur, a wizard in Middle World, in-
forms you that you must now save Middle
World from these monsters. Your party is
transported to Middle World through a di-
mension gate, in which you lose all weap-
ons and inanimate items, for only living
beings (and undead creatures) may pass
through the gate.
Saving Middle World from the demons,
undead and other monsters offers an even
greater challenge than that of Wizard's
Crown. You realize that the source of all
these vile creatures is the Demon World,
the gate to which lies at the bottom of a
deep ocean. The Demon World must be
entered and closed forever. The only thing
that allows entrance is a living weapon,
called the Eternal Dagger. You must cre-
ate this weapon and use it to close the De-
mon World's gate.
Sounds simple enough, but The Eternal
Dagger is a very challenging game that
will take a long time to complete, yet it's
worth every minute of play. The many
subplots make you forget the ultimate
task set before you. There are three main
islands you must explore to finish Tlxe
Eternal Dagger. Each offers its own chal-
lenge. The first island, on which you start
the game, is Ssur's home. You have to de-
feat a dragon (getting a special sword
from the north part of the island first) and
the Necromancer, who has changed all the
good people of Middle World into undead
creatures. Travel to the second island, El-
ven Isle, and the third island, Dwarven Is-
land, requires you to save a princess, the
only person capable of creating the Eter-
nal Dagger. The last phase of the game in-
volves creating the special weapon and
entering the Demon World through the
ocean. Unfortunately, you lose all weap-
Reviewed by Russ Ceccola
ons and items once again, because travel
through the dimension gate is only for liv-
ing things. All of these goals will keep the
most avid adventurer occupied for a long
time.
Before you perform any of the above
feats, you must create the characters that
will journey through Middle World. You
have three options. First, you can use
characters from Wizard's Crown, Do this
only if your party has finished Wizard's
Crown. Second, you can use the eight
characters included with the game to form
a party. If you want to play The Eternal
Dagger with these characters, closely ex-
amine each one before starting the game.
Finally, you may create each character in
your party. I recommend going through
this process, since only then will the game
have a personal touch. Generation of each
character gives you an extra bit of control
over the game and better knowledge of
the party.
Creating an adventurer and assigning
that character to a party is a simple, yet
important, process explained very clearly
in the manual. You'll find yourself using
the manual as a reference while playing
because of its explicit instructions and de-
scriptions as well as the many tables used
in the game. Creating a character in-
volves assigning points to four attributes
(intelligence, strength, dexterity and life),
choosing a profession, selecting weapons
and armor and assigning points to the
various skills and abilities available to
your profession. Multiple professions are
possible and recommended, for they add
skills to your character. Character cre-
ation is very important; the game relies
heavily on attributes and skills.
The Eternal Dagger is entirely menu-
driven, and all commands are entered by
pressing a key that means something in a
certain menu or on a certain screen. This
method of game play forces you to concen-
trate on what to do in the world on your
screen. Menus that you will use the most
are the dungeon menu, the tactical com-
bat menu, the character inspection menus
and the camp menu. If you're not sure
what a command does, press the question
mark to get a description of the com-
mand's purpose for that menu. This fea-
ture also enables easier play.
The Eternal Dagger can be played in
many ways, however, I have found one
method that seems to work veiy well. Up-
Cwilinued on page 67
26 AUGUST 1988
.UUGA
Hii\iTs<iuklf
[u suJtwjn:
.uxl aixvwurics
£rCommodo|
C* Commodore
AMIGA
*"*Z C*cornrn
„_„•. out* lewm™™* ****""'"
v,< — -
1000
■ . - - o R >
8uy«« » Quid* IS IWin 1 ■
2000 ^B
WHEN YOU BUY A COMMODORE COMPUTER, YOU
AUTOMATICALLY RECEIVE OUR LATEST COMMODORE
OR COMMODORE-AMIGA BUYERS' GUIDE.
The Buyers' Guides continue to be your best resource for finding out about the hottest
Commodore and Amiga Hardware, Peripherals and Software. With 3 Commodore and
3 Amiga computers, more and more are becoming available all the time.
If you already own a Commodore and would like to get your copy of the latest
Commodore or Amiga guide, pick one up at your Commodore Dealer's store.
Commodore
M
A
G
A
Z
I
N
The Commodore and Commodore Amiga Buyers' Guides
are published under the auspices of Commodore Magazine.
64 AND 128 SOFTWARE REVIEWS'
Superstar
Soccer
Computer:
Commodore 64
Publisher:
Mindscape, Inc.
3444 Dundee Rd.
Northbnxik, IL 60062
Medium:
Disk
Price:
$34.95
First things first — soccer was never my
favorite sport. Little guys with thun-
der thighs chasing a checkered ball up
and down a field. Give me a break. Mind-
scape's Superstar Soccer has changed all
that. From the subtle strategies of a head
coach to the physical finesse of an over-
head kick, this game has literally opened
my eyes to a whole new ballgame.
Superstar Soccer was designed by
Gamestar veteran Ed Ringler, author of
Mindscape's Supemtar Hockey and Indoor
Sports. Ringler's attention to detail has
created one of the most comprehensive
sports games for the Commodore 64.
Players assume the role of the owner,
general manager, head coach and star
players. Nurture your expansion team
through each season and watch them
grow with experience. As coach, learn to
spot both raw talent and bad apples
among your players. Enter the bargaining
tables and make valuable player trades.
Making the Most of Your New
Franchise
1. Beware of the sheep in wolfs cloth-
ing, Wheeling and dealing in the Player
Trade can nab you a crackerjack player. It
can also saddle you with a turkey. Check
the player stats carefully— especially the
injury record — before handing over valu-
able trading points. Remember that this
is how other teams clean house. Don't get
stuck with someone else's dirty laundry.
2. Hold a family reunion. Try to bal-
ance your team with both young punks
and seasoned veterans. Recognize the dif-
ference between eagerness and ability,
then capitalize on both with strategic sub-
stitutions. Keep a healthy roster of back-
ups for each position — in particular, goalie
and center forward.
3. Go great gonzos! Scare your opposi-
tion to death with unbridled enthusiasm.
Intimidate their goalie. Strike hard, fast
and never let up. Go for a record number
Then hit the field and put your muscle
where your mouth is.
New players begin the SportTime Soc-
cer League with a rookie expansion team.
The league contains 64 teams in four 16-
team divisions. Brand-new teams start
dead last in division four — a long climb to
the top. Players can choose a seven or 15-
game season. Finally, choose to play ei-
ther in the U.S. or British league. Togeth-
er, both leagues account for 128 individual
teams containing a minimum of 320
unique players. The game's player data-
base alone boggles the mind.
The main menu offers a wide assort-
ment of team information and options.
View the League Status for general infor-
mation or Team History for specific statis-
tics for any team in the League. Stats in-
clude win-draw-loss records, goals for and
against, division number and standing,
and overall ranking in the League.
Only the top two teams at the end of
each season advance to a higher division.
Consequently, the bottom two teams are
pushed back to a lower division. There is
often a two- or three-way tie for the top
spots, especially in higher divisions. In
of goals each game. Success or failure —
especially in the higher divisions — de-
pends not only on winning games, but also
on scoring big points.
4. The foot is quicker than the eye.
The biggest trick in scoring goals is to si-
multaneously watch the kick indicator,
your position and the goalie's movements.
Short of installing a third eye, concentrate
on the goalie and use your peripheral vi-
sion to time your shot,
5. Don't look now . . . Gotcha! Practice
the art of confusing a goalie. Approach the
goal off-center, feint to the near sideline
just enough to draw his commitment. Re-
verse direction and nail the ball to the far
corner of the net. Learn to run one way
and shoot in the opposite direction. Goal-
ies often mistake goal-line passes for
shots, causing them to dive for thin air.
6. One is a lonely number. Don't forget
that your teammates like to play too.
Chances are they are just as good, or bet-
ter, than you. Forget your ego and learn
Reviewed by Scot! A. May
this case, teams with the most impressive
scoring records earn higher rankings.
The menu also follows each team's
standing in the SportTime Cup playoffs.
The playoffs consist of single-elimination
contests played between regular season
games. One toss and you're out of the
playoffs. A playoff tree keeps track of the
games in progress. Novice players
shouldn't have to worry about playoffs for
several seasons — playoff games are in-
credibly tough. Pitting a Division 1 com-
puter team against your band of 90-pound
weaklings isn't much of a contest.
At the heart of your team are the play-
ers. Each responds as an individual with
almost lifelike characteristics, strengths
and weaknesses. Teams consist of six posi-
tions: Center Forward, Goalie and four
Wingbacks (offense and defense). Players
range in age from 17 to 36. Although
younger players show more energy (quick-
ness) on the field, they are not always as
talented as veterans. On the other hand,
old pros tend to tire and injure easily, a
common problem in this violent sport.
Player skill points range from 0-99 and
affect their speed, agility and intelligence
(in the case of computer-controlled play-
ers). As general manager, you can im-
prove your team and its players in a num-
ber of ways. Visit the recruitment menu
and sign on a 17-year-old rookie. Enter
the bargaining tables and trade players
creative passing attacks.
7. Take THAT! Bicycle kicks and head
butts are great fun and a valuable scoring
technique. The trick is positioning and
timing. Head butts are great for deflecting
passes, often right into the goal. Bicycle
kicks are also useful for passing and sim-
ply moving the ball away from your goal.
When the opposing goalie throws the ball
into play, line up behind the other team's
center. Counteract his bicycle kick with
one of your own for an easy score.
8. Sorry 'bout that, Coach. This is a
"write intensive" program, constantly up-
dating information on disk. Therefore,
never, ever turn off the computer when the
program is accessing the disk drive. At
the very least you'll forfeit the current
game. At worst, you might reset the
League (a real heartbreaker) or even per-
manently damage the disk itself. Fast
load cartridges are also a must — the pro-
gram features several periods of long, slow
disk access.
28 AUGUST 1988
est 1542
Call today to get your free modem and software.
8619 Wcstwood Center Drive • Vienna, VA 22180
B4 and 128 Software Reviews/Superstar Soccer
with other teams in the League. Make
them an offer they can't refuse. Curiously,
the computer will never initiate a trade.
Finally, send your team to training camp.
to boost each player's overall rating.
Superstar Soccer offers several vari-
ations of play: one-player, two-player
head-to-head (practice only), two-player
cooperative mode, and the computer play-
ing itself. Depending on the mode select-
ed, you must also decide who will handle
each team's goalie, center and coaching
responsibilities. In single-player mode, for
example, you may control the coach (nigh-
ly recommended l and the center or goalie
(but not both). The computer controls any
remaining positions.
Game play consists of both on-field ac-
tion and the coaching screen. As coach,
constantly adapt your team's offense and
defense for maximal impact.
For offense choose either "pass" or
"shoot." The Pass strategy gives ball con-
trol to the Center Forward whenever pos-
sible. Shoot is an effective strong-arm of-
fense for aggressive play, particularly
when you are behind in the game. In this
mode, Wingbacks get off a lot of shots and
play the rebound well.
On defense, choose Defend 1 for an ul-
tra-conservative defense (when sitting on
a big lead), or Defend 2 for slightly looser
zone play. Cover 1 switches to man-to-man
defense, often used when playing "catch-
up." In this mode, Wingbacks take risks,
go for the steal, bump and harass the oth-
er team. Often this results in fouls, injur-
ies and lost opportunities. Cover 2 is simi-
lar, but even more aggressive.
Finally, as head coach you can make
player substitutions during the game. Re-
place tired or injured players with back-
ups, but be careful not to place them out of
their natural positions. A left Wingback
makes a lousy Goalie.
The on-screen action is both fast and fu-
rious, set against a beautifully scrolling
field. Graphics are quite small but feature
highly detailed animation. Of special
note: Players are represented as solid,
three-dimensional bodies. They do not nin
straight through each other like ghost im-
ages, but will bump (and often fall down).
Joystick control is almost perfect. Play-
ers dribble the ball automatically and
kick the ball with the aid of a directional
indicator at the top of the screen. Passing
the ball I when playing Center) is tricky,
but once learned can make a big differ-
ence in your game plan.
Center Forwards use several tricks to
enhance their performance. "Heading"
the ball and ""Bicycle" kicks are both effec-
tive means of passing and scoring. All
players, except goalies, have this ability.
Centers may also use "aggressive run-
ning" (holding the fire button while run-
ning) for burst speeds during fast breaks.
Go easy, this feature is very tiring.
The art of Goalkeeping is not covered
much in the manual. Basically, players
simply move the Goalie into position and
press the fire button to block a shot. The
computer automatically selects the appro-
priate defense (dive, leap, etc.). A Goalie's
recovery time is very important, con-
trolled by his skill level.
Injuries are common and send a star
player to the bench for an entire season.
For the most part, this is merely random
misfortune. Games are also under the ea-
gle eye of some tough referees. Penalties
and free kicks occur frequently.
Sports games come and go, often losing
their appeal with repeated play. Superstar
Soccer thrives on constant play, getting
better and better as your skill increases. A
wide variety of integrated features makes
this one of the finest spoils games avail-
able for the Commodore 64. _
COMMODORE MAGAZINE 29
AMICA^SOFTWARE REVIEWS
Zoom!
Reviewed by Russ Ceccola
Computer:
Publisher:
Price:
Amiga
Discovery Software
International
163 Conduit St.
Annapolis, MI) 21401
$29.95
Arcade games for home computers
never seem to measure up. Either
they lack the game play or intensity of the
original arcade version of the game, or
they don't have enough excitement and
originality to stand alone in an arcade.
Discovery Software International has
found the "right stuff' as far as arcade
games go for the Amiga. Their first game
was a translation of the hit game Arkan-
oid to the home market. The Amiga ver-
sion was excellent— the only home trans-
lation of an arcade game to duplicate the
original exactly. With the release of
Zoom!, Discovery Software International
is sure to have another hit— this time
with an addictive, original, highly enter-
taining chase game.
In Zoom! you move a small ball called
"Zoomer" around a grid that you see in a
full three-dimensional perspective. There
are so many intricacies to the game play
of Zoom! that Discovery Software Interna-
tional should consider marketing Zoom!
to an arcade game manufacturer. As you
move Zoomer around the grid of squares,
he (?) leaves a lightly colored trail behind
him. If you surround a square in the grid
in this manner, the square is colored in.
The object of Zoom! is to move Zoomer
around the grid, coloring every square
while avoiding all of the creatures that are
chasing him.
Zoom! has 50 levels, of which I've only
seen eight. Before you scream that I
shouldn't have reviewed this game after
playing it for such a seemingly brief time,
let me mention that the programmers
themselves have only made it to level 12.
Why is this so? Zoom! is easy to play, but
every time you think you have the level
finished, something else pops up to stop
you — something the programmers have
come to refer to as the "oops factor." Don't
worry — the game is really easy to play
(the truth), and most of your time will be
spent refining your skills on each level.
Each grid that I've seen in Zoom! is en-
tirely different and requires a new strate-
gy to finish. After the first one, most levels
have square gaps in the grid that require
Zoom! is easy
to play, but
every time you
think you
have the level
finished,
something else
pops up to
stop you,
■
*Sm" ? i**
* fMWU
R»1t«*. ■>%
1
■KM
AM HP^^M
11 ,,).!■ ''|
^m JH IK
J 111
^1
m — ^m
I 111
1 *fQife^
W '■ m
1
1
■" ■" " '■
more preparation and planning to avoid
and draw around. Sometimes, these gaps
have only one square spanning them; at
other times, the gaps are only one or two
squares wide. In any case, prepare for the
worst as you play Zoom! Watch out for
Black Holes that appear at the intersec-
tion of lines of the squares at the comers,
preventing you from finishing those four
squares and causing you to lose a life if
you fall in the hole. These holes move
throughout the course of the level, and
they may pop up just as you're finishing a
square — the "oops factor" again.
Zoom! is more than just surrounding
the squares with your trail. The two
things that ensure this are the various bo-
nus items that pop up throughout the grid
that you can run over with Zoomer and
the various creatures that you encounter.
All of the creatures that I've seen will kill
Zoomer with a touch. Jaggernaut simply
chases you, but other bugs (Wormletts)
chase you and color over your trail with a
darker color, meaning that you have to re-
draw that trail. You inevitably bump into
Spheroids as they move back and forth in
a straight line. I know that there are more
enemies on the grids past level eight, but I
haven't seen any of them except in demos
and screen shots.
The presence of the bonus items is the
make-or-break feature that confirms the
success of Zoom! There are eight bonus
items that may pop up on the grid. You
collect them simply by moving Zoomer
i over them. Only by knowing what the bo-
nus items are good for can you fully appre-
ciate Zoom! The eight bonus items are
named: slow down, quadro, bonus points,
next level, magic, freeze, speed/points and
nobody knows. A brief description suffices
for each, but first I must describe some
strategy that is involved in Zoom!
On the display screen are two meters on
either side of your score and the cun-ent
level: a magic power meter and a point
meter. The point meter is where strategy
comes into play. You might be tempted
to — and sometimes have to — surround
only one square. You get a certain amount
of points every time you do this. The high-
er the point meter, the more points you get
per square. However, the meter goes down
gradually, reducing the number of points
I you get per square. To get more points per
square, you have to increase the meter
height. You do this by leaving the line be-
tween two squares uncovered, finish the
other three sides of both squares and then
get the line between them, thus coloring
two squares at once. The meter goes back
up (with an audio indicator! and you will
! get the maximum points per square. You
have to continually color two squares at
once to keep the meter high and get more
points. Leaving squares open like this
brings strategy into play.
30 AUGUST 1988
,yc\iYWi '(i\if;rjrjT;rir'-Mm
1-800-782-2278^.^
Call today to get your free modem and software.
8619 Westwood Center Drive • Vienna, VA 22180
Amiga Software Reviews/Zoom!
The "slow down" bonus item is a tube of
glue. When you run over it, the enemies
slow down, but you move at regular speed.
The "quadra" item is a red apple that sits
at the intersection of squares. When you
collect this item, the number of squares
(up to four) that are connected at that in-
tersection are automatically colored in.
The "bonus points" item is a yellow money
bag that adds points to your score. The
"next level" item is a gray rocket ship that
immediately takes you to the next level.
The "magic" item is a blue vial and is
the most important to get. When you run
over it. the magic meter goes to the top,
and as long as there is still something left
on the meter which gradually goes down
like the points meter, you are invincible.
You can pass through enemies without
losing a Zoomer, and the only thing that
can kill you are the Black Holes. The
"freeze" item is an ice cube and stops all
opponents for a few seconds. The "speed/
points" is a piece of candy and adds to
your score and your speed a bit.
The "nobody knows" item is a red ques-
tion mark that takes second priority to
collect after the "magic" item. The "no-
body knows" item can act like any of the
other items and shows how it is acting by
displaying a picture of its current use at
the top of the screen. This item can also
give and take away Zoomers and give
points, as well as create a hole right where
it was for you to drop through.
Playing Zoom! involves making sure
that you collect the right items, keep the
point meter high and try to clear all the
squares as quickly as possible. This is
easier said than done! Ultimately, the
longer you can keep the magic meter ac-
tive, the easier a particular level may be.
Immediately go for any "next level" items
that come up and "freeze" items to give
you free room to move. Also, take your
chances with the "nobody knows" item;
chances are that you won't get a hole or
lose a Zoomer.
In addition to the bonus items, you also
have three bombs that you can use to cre-
ate tiny gaps in the outline of the grid for
any enemies close on your tail. These stop
the enemy (and you) from moving over
that part of the grid for a second or two.
The enemy can munch the space up, but
you have to wait until it clears. Don't get
yourself stuck between gaps that you cre-
ated! The bombs rejuvenate themselves,
so don't worry about losing them.
You can play Zoom! in one-player, two-
player alternating, or two-player competi-
tion modes. By far the most interesting is
the latter. In this mode, both players are
on the screen at the same time and are
trying to finish the screen before the other
while getting the most points. Although
you can't erase the other player's squares,
you can sure beat him to them. So think
fast and grab those squares in pairs to get
the most points and beat your opponent.
The most important part of Zoom! that
separates it from other arcade games is
the fact that it was written for the Amiga.
This means that the colors, animation
and sounds are superb. The introduction
animation sequence, featuring the Zoom-
land magic show is the best animation
I have ever seen on the Amiga — and
that's just the introduction screen. The
sounds throughout the game are great,
combining music and sound effects to give
that arcade feel. I honestly think that
Zoom! will top the home computer arcade
game charts in no time. Zoom! has an in-
teresting objective, addictive quality I that
almost kept me from writing this review
on time), better-than-arcade quality
graphics and sound, and it's easy to play.
What more could you ask for? Q
COMMODORE MAGAZINE 31
/WUGA SOFTWARE REVIEWS
Reviewed by Steve King
Ferrari
Formula One
Computer:
Publisher:
Price:
Amiga
Electronic Arts
1820 Gateway Dr.
San Mateo, CA 94404
$49.95
In an effort to distinguish Ferrari For-
mula One from the myriad of racing
games on the market, Electronic Arts has
decided to designate it as a "Grand Prix
racing simulation." What's the difference?
To appreciate what Electronic Arts has
done, a little racing background is re-
quired. The Grand Prix is not a single
race, but a series of races which take place
from March through October all over the
world. One class of race is Formula One
which is a specific set of vehicle param-
eters which all entry vehicles must meet.
In this simulation, you are the proud own-
er of a 1986 Ferrari Formula One, and
your goal is to fine tune your vehicle so
you can race (and hopefully win) at the 16
tracks on the 1986 Grand Prix circuit.
When the program begins, the Race
Control Pane! appears showing the date,
time, skill level and information about the
race track you're at. At this point, you
have the option of changing any of these
parameters, including skipping ahead to
the track of your choice. But if you're play-
ing the whole simulation, it's best to leave
things be as you will start out at Fiorano,
Italy — home base for your Ferrari. At
each track, a Paddock Screen is displayed,
the paddock being the "backstage" area
adjacent to the racetrack. What you see is
a view of a number of buildings, each re-
presenting a different function. At Fior-
ano, as opposed to the rest of the tracks,
there are more facilities available. You
have at your disposal seven different
areas, including the pit, a wind tunnel
and a garage. An icon at the top left of the
screen indicates the weather— an impor-
tant factor in any race. To select the area
you wish to enter, just hold down the
mouse button and move the pointer across
the screen. The pointer arrow will change
as you pass over the different buildings
and areas, and you release the button to
go there.
As this is a simulation, you have control
over the varioas systems on your Ferrari.
To access these, vou must visit either the
Each Grand Prix race has six
distinct track sessions which
are spread out over three
days.
garage or the pit. Here, you find an over-
head view of your vehicle surrounded by
various pieces of equipment. Dragging the
mouse pointer icon over various sections
of your vehicle (wheels, engine, suspen-
sion, racing wings) and releasing the
mouse button displays the control panels
for each of those systems. You can vary
such items as tire composition, gear ratio,
air/fuel mixture, wing angle, suspension,
etc. Different combinations of settings will
produce different results on the track, de-
pending on the number of curves, weather
conditions and type of race. If you're really
at a loss to figure out just how everything
should be adjusted, all you have to do is
ask Mauro. Mauro? Who's Mauro? Mauro
is your ever-knowledgeable crew chief.
Like Carlton the doorman, you will never
see him, but his presence is made known
on the system control panels where his
recommendations are always indicated.
No need to follow them, but . . .
There are several ways to test the re-
sults of your adjustments. The first is the
Wind Tunnel where you can check your
Ferrari's wings. Using the mouse, you
change the wing angle and increase the
wind speed. As you do this, a dynamic
wind performance graph indicates the re-
sults of your efforts. The second is the
Dyno Room where you can continually
change the age of your engine, the air fuel
ratio, the turbocharger settings, and the
RPM to obtain a dynamic graph analysis
of performance. The last and perhaps best
way to test your adjustments, however, is
to actually take a spin around the test
track.
On the track, your view is from the
cockpit of your Ferrari with a rear-view
mirror on either side. A box at the top
right contains race information isuch as
time and laps), and a simplified dash-
board control panel monitors your sys-
tems. Your tires have faint white lines
across them which change during the race
to indicate wear and the possible need to
pull into the pit to change tires. At the
lower skill levels, the gears change auto-
matically as your speed changes, but at
higher levels, you shift using the key-
board (which also controls the turboboost).
Acceleration, braking and steering are
controlled by the mouse. To begin, just
push the mouse button, rev 'er up, and
take off. Steering at high speeds, particu-
larly around murderous curves, is ex-
tremely difficult and often frustrating
with the mouse— even with practice. But
if you start with slower speeds, the task
becomes manageable. There is also a Pas-
senger mode option where you can sit
■ back and leave the driving to the Amiga.
| At the end of each lap, you can pull off to
! the side and go to the pit where you can
: service your vehicle.
Continued on page 11
32 AUGUST 1988
*n &n
i
k nd Q-Link, the dynamic telecommunications service (or
£1 Commodore® owners, does just that!
1 JL As the developer of GEOS, the graphics environment operating
system for Commodore 64s and 128s, I know how good Q-Link is.
Personally and professionally. Here at my company, we recommend
Q-Link to all our customers. We use it ourselves, too, for online
customer service ... so you can get help when you need it. We've
also found it's a very efficient way to provide upgrades and patches
and to announce new GEOS-compatible products.
With just your Commodore, a modem and Q-Link software, a new-
world of persona! computing options opens up: thousands of
programs you can download and keep; advanced graphics (thanks
to GEOS); an exclusive help line to experts at Commodore;
online educational courses taught by real teachers; fun; games:
friendship, you-name-it. Q-Link lets you realize the full potential of
Commodore computing -right at your fingertips.
Do I use Q-Link? Absolutely! And what's really impressive is that
when you join Q-Link, you get a modem and Q-Link Software free! To
my mind that's a tough offer to turn down. But don't take my word
for it. Find out for yourself. Call . . .
1-800-782-2278.
riMT /(MfAA/Oai 15*2
Call today to get your tree modem and software.
1 t >*•)*>
■ i>— *ir» ■ fa mint
. :. 1
\j f#$
J ''■-■«■ 1
1 : !','*"'
1
iRiffBiTa H
liUllhdl
5RIAN0OUGHERTY
Software Designer/CEO
Berkeley Softworks
■i
mSmm
^AMIGA^ SOFTWARE REVIEWS
Publisher Plus
Computer: Amiga
Publisher. Brown- Wagh Publishing Co.
16795 Lark Avenue, Suite 210
Los Gates, CA 95030
Price: $99.95
Because the term is used loosely, there
are not as many "desktop publish-
ing" programs for the Amiga as you might
think. Lacking an industry definition, the
category has been so haphazardly applied
to any program including pictures and
type on the same page.
For this reason, it is a pleasure to find
Publisher Pius which fits the narrower
definition. A revised version of Publisher
1000, which debuted almost a year ago,
Publisher Plus corrects the faults of the
earlier program, adds the ability to print
through the Postscript language/
protocol (for laser printers) and emerges
as one of the front-runners in a race where
not all contenders are legitimate.
The heart of desktop publishing is the
elastic box (here called a guide) that must
be stretched into place on the blank page.
Into these guides, you then pour text or
graphics — but only one or the other to
each guide — and it is this system that al-
lows the mixing of fonts as well as the
mixing of text and graphics on the same
page. Think of each guide as a separate
page which, when combined, gives you a
full publishable page.
Since most of us equate publishing with
newsletters, Publisher Plus uses that for-
mat as a default setting. There is a large
area for headlines or logos, and below that
the remainder of the page is divided into
three equal columns/guides. Since this
can be changed through the requestor
window — specifying two or four columns
or changing margins, for example — the
laying-out of a blank page is the easiest
I've seen yet,
Nor it is necessary to strictly adhere to
conventional forms: any guide on the page
can be moved or resized as necessary, us-
ing the same methods you'd use on a
Workbench window, unwanted guides
may be deleted with a few mouse clicks,
and new guides may be added.
Once the guides are placed to your sat-
isfaction, it's time to enter text. Unlike
some other programs, Publisher Plus al-
lows you to type directly into the column/
guide you'll be using and provides such
A revised version of
Publisher 1000, Publisher
P/us corrects the faults of
the earlier program and adds
new features.
word processing tools as insert, delete and
backspace, as well as cut, copy and paste.
, Once a column becomes lengthy, this can
be a slow process as the graphic updating
of the screen lags behind your typing
speed. This screen updating has been
greatly improved over Publisher 1000,
however, and in Plus the problem seems
negligible.
As an alternative, text may be written
and edited on some of the more popular
word processors for the Amiga, saved in
ASCII format, and then "flowed" into the
appropriate guide. Because this makes it
more difficult to judge the amount of space
necessary to hold your words, Publisher
Plus gives you an overflow feature which
allows a text file too large for one column
to spill over into the adjoining column.
Fonts are also necessary to desktop pub-
lishing, and eight fonts are provided on
the program disk in 9, 12, 24 and 32 point
sizes. For those who wish a greater vari-
ety, the program is compatible with Zuma
Fonts. Any font used is also capable of be-
ing altered by the standard Amiga styles
(bold, underline or italics) or combinations
of these. Each font must occupy its own
guide. For example, a masthead with
three fonts used to create the name, the
publisher's name and the issue date would
require three guides.
Another prerequisite of true desktop
publishing is the ability to make text look
as if it were typeset. Normal justifications
such as left, right, center and full-
though helpful— will not do the entire job.
Publisher Plus addresses this by provid-
ing both a "kerning" and a "microspacing"
feature. Although the terms are some-
times used interchangeably, microspacing
Reviewed by Ervin Bobo
allows automatic spacing adjustment be-
tween all letters in your manuscript while
kerning allows such spacing on an indi-
vidual letter basis. Added to this is the
ability to adjust 'leading," the amount of
spacing between lines of type — normally a
function controlled by the selected font.
Through requestor windows, you specify
the amount of microspacing or leading
and then reflow the text. Because of the
WYSIWYG display, you'll know almost
immediately whether further adjustments
are needed.
Without these three formatting fea-
tures, the claim of many programs to be
desktop publishing is dubious. With them,
Publisher Plus legitimates its own claims.
No guides are necessary to add graphics
to a page. By placing a graphic directly on
the page, it becomes subject to "cropping,"
in which unwanted portions can be de-
leted; and to resizing, in which the entire
picture can usually be made to fit the
available space. Of course, resizing in only
one direction — making the picture taller,
for instance — will result in some distor-
tion of the image.
Graphics can be created with any pro-
gram that stores pictures in the standard
IFF format, but since Publisher Plus uses
only black-and-white renderings, I'd sug-
gest you create original art in only those
colors. Full-color artwork imported to your
page will be shaded into black-and-white,
resulting in a loss of detail. Digitized pic-
tures and those created through a HAM
process, (even in IFF format) usually con-
tain such a wide range of delicate shad-
ings that their renderings by Publisher
Plus leave no detail at all.
Text cannot be flowed around graph-
ics— since they occupy separate guides —
but the appearance of such flowing can be
achieved by placing your graphic on the
page and then creating text guides around
it that you'll later fill with words.
To test this, invoke the Full Page Pre-
view feature. Because Publisher Plus
shows only about one-eighth of your
page — with smooth scrolling to any part —
you may often find yourself wondering
how things are going. With the preview
feature, a representation of your full page
will appear at the right side of the screen,
giving you a total view of your layout.
For printing, you can choose from the
full range of printers supported by Work-
bench including the Hewlett-Packard La-
Continued on page 45
34 AUGUST 1988
SOFTWARE REVIEWS'
Reviewed by Steve King
Photon Paint
Computer: Amiga
Publisher: MicroIUusions
17408 Chatsworth St.
Granada Hills, CA 91344
Price: .$99.95
Until recently, many graphic design
programs didn't really take advan-
tage of all of the Amiga's capabilities.
Photon Paint is a "state of the art" HAM
(Hold and Modify) paint program which
fully utilizes the graphic powers of the
Amiga and provides a number of unique
and powerful professional features at a
very reasonable price. Most remarkable is
its ability to let you draw with and display
all 4096 colors on the screen at the same
time!
A horizontal "fast menu" which takes
up a quarter of the screen provides access
to the basic drawing functions (lines, rec-
tangles, circles, etc.) as well as select col-
ors. MicroDlusions thoughtfully allows
you to move this menu around the screen
to get it out of the way. While the fast
menu may seem quite familiar if you
have used other paint programs, the simi-
larity stops there. Appearing on the left
side of the fast menu are 64 (count 'em,
64) separate colors from which to choose.
You have the option of extending the fast
menu to display the color palette. To the
left are three squares representing the
three dimensions of a color cube. By mani-
pulating the mouse pointer in these
squares, you can choose any one of the
4096 colors available and assign it to one
of the 64 squares. You can also change col-
ors by clicking on one of the squares and
manipulating the RGB (red, green, blue)
or HSV (hue, saturation, value) sliders.
Now for the amazing part. If you paint-
ed on the screen using the color from color
square 20, you can change that square to
a different color without changing the col-
or you previously painted on the screen!
Not only do you have a choice of 4096 col-
ors, but you can also use all of them in the
same painting, (although it may take a
while to use them all).
There is, however, a slight glitch. Be-
cause of the way the Amiga renders HAM
images, certain colors when placed next to
or on top of other colors develop a fringe of
a different color around the edges. Un-
sightly indeed. Working under the techni-
cal restraints of the hardware, Photon
Paint seeks to minimize these occurrences
I _-=====—
I
by calculating the best colors to use. You
can even instruct the program to modify
its colors so that any particular color you
use will appear without the fringes. This
option, however, may cause adjoining or
background colors to change.
By the way, the first 16 colors are the
base colors from which all the remaining
colors are derived. The default values
have been pre-selected to produce the best
results under most circumstances, so you
should probably leave those squares
alone. You can also create a spread of color
shades between two selected colors in ei-
ther the RGB or HSV mode, as well as
swap and copy colors.
The fast menu also gives you the ability
to cut out a portion of your painting to
save or use as a brash. You accomplish
this by either framing a rectangular sec-
tion of the screen or by tracing around the
particular area you wish to capture. One
nice feature saves your custom brush in
memory, so you can use one of the stan-
dard brushes and then restore your pre-
vious brush without remaking it.
The PLx command lets you to pixelize
any portion of your painting, giving it a
mosaic effect. You can even adjust the
amount of pixelization.
Like other paint programs, you can
magnify selected portions of the screen for
fine detailing. Photon Paint allows you to
select various levels of magnification as
well as the size of your magnification
screen. Text is easy to render with any
standard Amiga font, and you can change
font disks at any time as well as stylize
any font. Two special options let you pro-
duce an outline as well as a reverse image.
Several innovative features are bound
to make Photon Paint a success. The first
is the Blend mode. In the Normal mode,
any graphics rendered on the screen will
appear as solid images which totally cover
the background on which they are placed.
Blend lets you control the degree to which
your image or brush overlays what is be-
neath it. For example, if you have a pic-
ture of a room and an image of a ghost,
you can capture the ghost as a brush and
place it in the room so that the room
shows through the ghost. By adjusting the
parameters, you can make the ghost
transparent or opaque. When using the
Blend mode, a special window appears
with a grey-scale rendition depicting the
extent and direction of the blend.
Using the mouse in a variety of ways
(including drawing graphs in a rectangle)
you can produce virtually unlimited ef-
fects. You can also control the amount of
dither (the degree to which your image is
sharp or fuzzy), although the colors used
in dithering cannot be specified and ap-
Continued on page 41
COMMODORE MAGAZINE 35
WHAT'S A TAITO. ?
That's a very good question. Taito (pronounced Tie-toe) is
one of the oldest and biggest names in the arcade industry. We're
the world's largest manufacturer and operator of arcade games.
Taito's been in the business since 1953.
And that's just the beginning. Taito practically started the
video game industry with
our classic arcade hit,
ARKANQiD: 33 screens of space-age excitement. Award winning
SpdCG lnV3U&rS.M And coin-dp hit. Over I million sold in Japan. "One of the best ever,"
— Electronic Game Player Maganne.
j^-^^ over the years, Taito has created more than 1,000 other great
action games for arcade and home play.
Taito has something equally exciting for you to slip into your
home computer. Taito brings the same pioneering spirit, technical
RENEGADE: This is the one and only Don't settfe tor imitations.
8l.stenng.fast paced and real life street-style Karate action. One of qua/f'ty Bfld eXC/temePt that made US the SrCaCfe leadGT tO VQUr
the hottest games in Europe
Commodore, Amiga, IBM, Apple and Atari computers. Your computer won't be the same again.
Taito is the arcade industry leader for a very good reason. We consistently make great video games
that bring more action, thrills and value to the people who play our
games. And literally millions of people play our games in arcades
and homes all over the world.
Our strength comes from the massive development effort
we put into creating the kind of games that satisfy the ever-growing
arcade appetite and the research gathered from the more than
100,000 arcade machines Taito operates in Japan. (The money in
, ■ , . . i , , „, .. ALCON: The ultimata in inter-planetary combat. Battle aliens with
the coin boxes at the end of the day tells you quickly if you ve got lasers, homing missiles, bombs amtsMaus. Fantastic venka/aovinng
luturQ-worid landscapes,
Taito Software Inc. 267 West Esplanade North Vancouver, BC Canada V7M1 A6 Teh 604-984-3344. Sky Shark ^ and Gladiator "» are trademarks of Tailo America, Inc. Copyright ©1988 AH rights
Taito? Arkanoid™ Renegade,™ AlconJ" Rastan™ Bubble Bobble,™ Operation Wolf,™ reserved Amiga. Commodore, Apple IBM and Atari are trademarks respectively of Commodore-
a good game or not.} And Taito is always working hard to develop
the most exciting new video games that push the technology to
its limits* We don't rest on our laurels.
Because arcade games are the benchmark for home video
games, Taito's leadership in the arcade industry means that when
you buy Taito products you will be getting more home video thrills
—more mesmerizing arcade quality graphics, spell-binding sound
and above all, action!
RASTAN: One of the biggest coin-op hits of 1987, Stunning gmphics.
Non-stop, mythical super hero action wtth multiple weapons, ene-
mies and levels of pisy.
That's why nobody but Taito can bring you more of what you're looking for in home computer video
games. You don't get to be the biggest in the arcade business by making run of the mill video games.
When you buy Taito games you're getting more than just
fun. We bring you games that test your nerve, your skill and your
strategy. Games that make you laugh and put you on the edge of
your seat, games of adventure and excitement. Taito takes you on
incredible mind voyages to places you've never been before— to
brave new worlds of imagination and fantasy. And after all, isn't
that what great video games are all about?
And every action game we put our name on is more than
just competitive confrontation. Taito games are all about the values of good triumphing over evil, of being
the best you can be— games like Arkanoid," Renegade'," Alcon'," Rastan"" and Bubble Bobbie'."" And we
have more arcade block-busters like Operation Wolf/" Sky Shark" and Gladiator'" coming soon to soft-
ware formats for play on your home computer. Taito's home-bound hit parade of video fun has just begun.
Who but the arcade leader could bring you so much? That's Taito/ Aren't you glad you asked?
Buy Taito products a t leading computer stores everywhere If no stores are near you, Visa/MasterCard
BUBBLE BOBBLE: Laugh-packed addictive action. Up to WO levels
of arcade quality play. One or 2 player action. The number one
game in Europe for three months in a row.
holders can order direct from anywhere in the United States by calling 1-800-663-8067. \JAiTQj
Amiga, Int. Commodore Electronics, Ltd., Apple Computer Inc. International Business Machines got the technical and creative ability to develop mind-blowing video games, write to Taito,
and Atari Corporaiion. Advertisement by Qually & Company Inc., (Chicagal *lf you think you've Attention: Product Development, at the above address.
/vyno^sonwARE reviews-
Reviewed by Gary V. Fields
Fire Power
Computer: Amiga
Company: Microlllusions
17408 Chatsworth St.
Granada Hills, CA 91344
Price: $24.95
Fire Power is a tank game, which looks
and plays like nothing ever seen on
either a computer screen or in an arcade
cavern before. If you love a good game
which mixes arcade action, realistic
sound, and the challenge of a real battle,
check this one out.
I must admit I have a prejudice for good
war games, especially ones which operate
in real time. So for me, the six months
which passed between the time I saw the
pre-release version of Fire Power and the
finished game were annoyingly slow. But
the polished graphics, digitized sound ef-
fects, real-time speed and bug-free oper-
ation of the completed Fire Power game
have made the delay worth the wait.
One of the first arcade games I fell in
love with (hack when displays were black
and white, graphics were blocks and
games ate quarters) was called Tanks. In
that game you and your human opponent
battled across a single screen and the
tanks rumbled and reacted at an annoy-
ingly slow pace, but the game and human
competition was great. The only resem-
blance Fire Power has to that old arcade
game is that it uses tanks and it's fun.
The game can be played in three modes:
(1) human against human, (2) human
against computer, plus (3 ) human against
human via modem. I personally prefer
games which allow me to compete against
another person, since I get more satisfac-
tion from beating a peer than a micro-
chip. So I appreciate Fin Power's two hu-
man vs. human options. When playing
against another person i. i the same room,
two screen windows are c isplayed showing
both gamer's tanks and the surrounding
terrain. When the two tanks come into
sight of each other, both windows display
the same screen. The games modem op-
tion supports both 1200 and 2400 baud ex-
change rates. Regardless of which you se-
lect, the action is fast, challenging and
non-stop.
You also have the option to select which
type of tank you will command — each
have varying strengths and weaknesses.
Some tanks are more heavily armored,
The game's dozens of
unique features and
actions establish new
standards that other
arcade designers will
be hustling to match.
others move faster, another carries more
fuel and has more room for transporting
men. But best of all, the game has no
boundaries, so you can roam endlessly
without running up against an artificial
wall. Neither is the playing field static —
each time you boot the game a different
battlefield is generated. Certain features
always appear, but not in the same loca-
tion, including: roads, buildings, gun-
mounted fortresses (which you can blast
into), two hospitals, fuel depots, infantry,
mine fields, maintenance garages, attack-
ing helicopters, etc.
The object of the game always remains
the same — to use your single tank to bat-
tle through all the enemy defenses and
capture its headquarters before yours is
taken. If you don't keep moving, enemy
helicopters will attack you, but if you
don't move cautiously into new territories
you may fall into an enemy ambush or
mine field. If anything (trees, walls, build-
ings, etc.) gets in your way, you can blast
them away. If infantry get too close, you
can splat (with graphics included), blast or
rescue them.
When playing via modem the game
still has two windows, but instead of one
showing your tank's position while the
other shows your opponent's (as in the
non-modem modes), one window displays
terminal operations. Once you log on with
your opponent's computer (a completely
automated activity) you can send typed
messages back and forth. Apparently the
people at MicroIHusions recognize a good
idea when it crosses their desks, and Fire
Power's modem operation was one (they
are releasing a whole series of modem-ca-
pable games). The ability to play a friend
across town (or across country if you can
afford the long distance phone charges i is
a real plus which greatly expands the
game's fun range. If you are like me, get-
ting together with a friend for an hour or
so of games isn't always easy, but finding
the time to phone a friend for a chat and a
quick turn at "total destruction" isn't so
difficult. The one drawback is that both
you and your friend must have a copy of
Fire Power before you can battle over the
telephone lines.
The game's excellent visual displays,
combined with some unique features
make it an arcade'wargame which stands
out from the pack. While it has all the tra-
ditional shoot-'em-up qualities which give
most arcades their appeal, this one has
more. For instance, you can increase your
score by blasting enemy prisoner barracks
and rescuing captured troops. But there is
a problem — at a distance all infantry look
Continued on page 81
38 /UJGUST1988
EXPAND
CAPABILITIES
G YOUR PAINT
AS NEVI
PHOTON PAINT IS A POWERFUL LO- AND
HI-RESOLUTION HOLD AND MODIFY (HAM)
PAINT PROGRAM, WITH OVERSCAN { NTSC
/PAL) AND SPECIAL EFFECTS FOR THE AMIGA
COMPUTER!
Now many of the features and techniques
previously only available in separate Amiga
paint programs have been combined and
expanded in PHOTON PAINT! These include
features that were limited to either a 32 color
paint program, or a HAM paint program, Yet it
doesn't stop there! PHOTON PAINT expands
your paint capabilities as never before with
these features:
• 64 color palette with 4,096 color alterations
• State of the art Surface Mapping •
Exceptionally sophisticated brush operations
k
"' 1 H i -£
k- ■ '■ i
Uhl2M\
HM&L 1
R BEFORE
• Real-time operation of drawing tools • Paint
in exactly the color you choose in HAM mode
• Allow HAM to modify colors * Two types of fill
functions • All popular brush operations • Full
blend mode • Total menu movability with
brush and color palette menu size reduction
option • Light source specification, normal,
intense or dithered • Unique magnification
window with variable pixel sizing • Transparent
or opaque background colors • Palette color
spreads with both (RGB) AND (HSV) functions
•Compatible with most third party art and
animation systems, including Photon Video,
EXPAND YOUR CREATIVITY TO
A NEW DIMENSION, PICK UP
PHOTON PAINT TODAY!
f/f '//'A
17408 Chatsworth St., Granada Hills, CA 91344
Inside CA 818/360-3715 • Outside CA 800/522-2041 • FAX 618/360-1464
12-112
AM I QA SOFTWARE REVIEWS
Custom-BBS!
Computer. Amiga
Publisher: Celestial Data Systems, Inc
279 S. Beverly Drive
Suite 1010
Beverly Hills, CA 90212
Price: $100.00
Just when you thought you were sitting
in sysop heaven, along comes Custom-
BBS! to really dazzle your callers. With
Custom-BBS! you can have a totally Cus-
tomized Bulletin Board System with fea-
tures previously available only in main-
frame computers!
Getting Started
First make a backup of the Custom-
BBS! disk. {Custom-BBS! has no copy
protection of any kind.) From now on, you
should use your backup instead of the
master disk. Next sit down and read the
manual from beginning to end before you
even try to alter the defaults for Custom-
BBS!
Now you're ready to run Custom-BBS!
Simply insert the disk in drive dffl: and it
will automatically load after requesting
the current date and time. A window at
the top of the screen displays the current
callers name and I.D. number (if there is
one); the current date and time; how long
it has been since the last caller; the users'
statistics (i.e., number of uploads, down-
loads, the last message posted, etc.); and
whether or not the caller has tried to page
you.
If you are using the system for the first
time, you will be asked if you wish to gen-
erate main BBS files. At this point, you
should answer Y. lb enter the system,
press the space bar, and to exit to DOS
press the ESC key. When you enter the
BBS, you will see the login text followed
by a prompt requesting your ID. number.
Since you are new to the system, type N at
the prompt. This will take you through
the standard new user information. Since
you will want to create your sysop account
when doing this, you should answer all
the prompts correctly. Next you will be
taken back to the request for your ID.
where you can now type the number it
gave you (it should be I.D. number 1).
Type in your I.D. and password, and you
will be logged into the system.
Once you have logged in, you will see
the main menu. The first thing you
should do is select the Your account com-
mand, and change your access level to sy-
sop by pressing the F5 key and then the
space bar. Now, all your information will
be stored, and your sysop account will be
set up. You will then see every command
that is available in the system. Try out all
the commands, and have fun experiment-
ing. If you mess up, just re-copy the mas-
ter disk and follow the procedures above
for setting your sysop account.
Unique Features
First I can safely assure you that all
standard BBS commands are supported.
The most unique features of Custom-
BBS! include random pop-up quotes, im-
portant dates in history (according to
what day the caller logs into the system),
ANSI colors, the support of up to 9600
baud, the ability to have either a dating or
business questionnaire, up to 75 different
message and file transfer sections, and
voice-activated sysop paging. Also, you
will find that Custom-BBS! supports full
multitasking and can be run from hard
disk.
Customizing Your Custom-BBS!
Here comes the fun part, customizing
your BBS! lb do this, you will need either
a word processor or text editor that sup-
ports standard ASCII. All of the files that
Custom-BBS! uses for access are standard
ASCII, including the menus. This gives
you full control of how you wish to run
your system. This means that you can cre-
ate your own ASCII files, save them to
disk and recall them later for either edit-
ing or creating a brand new file.
There are too many files that make up
Custom-BBS! to discuss here, but I will
talk briefly about the major one,
prompts.txt. This file includes all of the
major key workings for your BBS, includ
ing the menus. In this file, you will find
the log-in text, new-user text and many
other items you can edit. The most unique
feature is the inclusion of menus in a
standard text file. This will allow you to
simply load the prompts.txt file and edit
the menu the way you wish. Custom-
BBS! supports 20 different access levels,
giving you complete control over all of
them. Also, you can alter the one charac-
ter symbols for all 20 levels (i.e., level 20
is sysop level which could be represented
as S). However, if you do alter the user
symbols, be sure that you do it before you
generate the main BBS files. If you don't,
then it will not recognize it and your sys-
tem will malfunction. This BBS can be
configured in any way you wish and gives
you complete control over all functions.
At the present time, you have only two
choices of how to run your BBS, from ei-
ther floppy or hard disk. If you choose, you
can run your entire BBS from hard disk
by simply copying the BBS files in the
BBS directory to the hard disk BBS direc-
tory. The other method is somewhat limit-
ed, you must have the BBS directory in
dfO: and the files directory (upload and
download) in either dfO: or dfl:. However,
they will be improving this in the next
version (see Summary).
You will also find eight different pre-de-
fined function keys for the sysop:
Fl — force chat interrupt
F2 — add a predetermined number of min-
utes to online caller
F3 — change online user to level three
F4 — change online user to level eight
F5 — change online user to sysop
F6 — turn off serial device to make the sys-
tem invisible to online user
40 AUGUST 1988
Amiga Software Reviews/ Custom-BBS!"
F7— toggle printer on/off
F10 — disconnect current online user
A Word of Warning
The copy of Custom-BBS! I used for re-
view had a major flaw in the startup-se-
quence. I kept getting a GURU MEDITA-
TION ERROR when I was testing the
questionnaire. This was due to the fact
that the startup-sequence did not set the
stack to 15000 bytes before the BBS was
run. If this is not added to the startup-se-
quence, the system will crash every time a
user wants to answer the questionnaire.
To avoid this, simply delete the old star-
tup-sequence and replace it with the one
listed below.
If you have an Amiga 500 or 2000 or an
Amiga 1000 with an internal clock, then
you may want Custom-BBS! to autoboot.
If you do not have an internal clock and
wish only to correct the bug, then simply
leave out the lines below marked <leave
out>. Copy the following commands from
your Workbench disk, C directory, to your
BBS backup disk, C directory: Stack and
SetClock (depending upon if you have an
Amiga 500 or 2000).
echo""
echo 'Tour BBS Name"
echo""
stack 15000
SetClock >NTL: Opt load <Ieave out>
Date < leave out>
els
type texttype
cddf0:BBS
run Custom-BBS!
els
loadwb
Requirements
Custom-BBS! can be run on an Amiga
500, 1000 or 2000 with a minimum of
512K and two disk drives. Custom-BBS!
will support more memory, and if it's a re-
coverable RAM disk you can copy the
whole disk to RAM (providing that you
have at least 2MB). You will also need to
have an advanced knowledge of the CLI,
because you will constantly be using it to
j maintain your system.
Celestial Data Systems will be con-
. stantly upgrading Custom-BBS! (version
i 1.2 was scheduled for release in June).
And they will not charge the owner for the
upgrade from 1.1 to 1.2. Simply send back
the master disk, and you will have your
upgrade sent back free of charge. Now
that's service! The new version will in-
clude the following enhanced features;
1. Voting on the sysop's chosen topics.
2. The ability to choose what drive
and path you want for your files,
messages, boards and profiles.
3. Hot Keys for all menus (so you can
execute the command before you
get the prompt).
4. A "cleaned up" prompts.txt file.
5. Support of SIGs.
6. WXmodem and possibly more file
transfer protocols.
7. The ability for the sysop to add a
user without having the user call-
ing the system.
8. The option for the sysop to toggle
the Chat option on/off.
9. Sysop-defined number of last call-
ers to the system (i.e., 10, 50, 100,
etc.)
10. The ability for the caller to abort
the questionnaire at any time.
11. Multiple answers to the questions
defined in the questionnaire.
I have been using Custom-BBS! since
the day I got it, and to this day it has nev-
er crashed! Celestial went out of their way
to make it as clean, neat and bug free as
possible. I use it, I love it, and I think you
will too. All other Bulletin Board Systems
should move over, for Custom-BBS! is the
answer to every sysop's dream! Q
Amiga Software Reviews 'Photon Paint ~
Continued from page 35
Imagine that a picture you
have created is on paper and
you can wrap it around a
geometric shape such as a
ball or a cone.
pear to be various shadings of the chosen
color. Text rendered in the Blend mode
will also be affected — with no need to
place text and then fill it. You can achieve
very striking graphic effects by using
large font si2es with the Blend mode.
I have saved the most unique feature
for last — surface mapping. Imagine that a
picture you have created is on paper and
you wrap it around a geometric shape
such as a ball or a cone. Believe it or not,
Photon Paint lets you take a portion of
your painting you have picked up as a
brush and do just that. You can also paste
the image on three sides of a cube (which
can rotate on all three axes for the best
perspective), as well as wrap it around an
irregular freehand-drawn shape. By acti-
vating the LUM(inosity) function, the
wrapped shape will be drawn as if a bright
light were shining on it from a user-de-
fined location (no shadows, though).
Two other brush-related features should
be mentioned. Again, imagine you have
an image on a piece of paper. Now twist
the paper around one, two or three times.
Yes, you can do that too with the Twist
function. With the Perspective function,
you can take an image and rotate it
around any of its three axes and at the
same time control the distance from your
viewpoint. You can also shift your view-
point around the brush! And all of this by
using the mouse. Finally, Photon Paint op-
erates only in the 320 mode (normal and
interlace) with overscan capabilities.
While it has an alternate screen, there is
no "rub through" function or automatic
ability to copy one screen to the other.
So what's wrong with Photon Paini! Not
much. The most annoying aspect is that
flickering streaks of color follow custom
brushes around the screen, and strange
colors fill the screen when you are making
geometric shapes. These disappear, how-
ever, when you have placed the image on
the screen in its final location. The fringes
of unwanted colors between objects are
more a function of the limitations of the
Amiga HAM mode than of the software,
and experimentation with different colors
will usually eliminate this problem.
There is also no function (such as Tiling
or Wallpapering) to fill the screen or a de-
fined area with a repetitious pattern from
your brush. Additionally, there is no "spray
paint" function, and it appears you cannot
paint using a custom brush. Microfflusions
will be addressing these complaints in an
update. To fully utilize all of Photon Paint's
capabilities, you need at least 1MB of
memory, although the program (at least
most parts of it) will work with 512K.
Photon Paint comes with a slick 96-
page, spiral-bound manual which is well
written and contains several thorough tu-
torials on some of the more unique fea-
tures of the program. There is also a sec-
ond art/tutorial disk, and Photon Paint is
not copy-protected.
You can create some absolutely stun-
ning graphics with a palette of several
thousand colors using the Blend mode.
The surface mapping and twist functions
are totally unique to Photon Paint and
must be seen to be believed. It is apparent
that Amiga software has entered a new
era of maturity and Photon Paint is rooted
firmly in this new age. Qj
COMMODORE MAGAZINE 41
BOOK REVIEWS"
The Electronic
Battlefield
Author: Bob Guerra
Publisher: Compute! Books
324 W. Wendover, Suite 200
Greensboro, NC 27408
Price: $12.95
After a hard day's work slaying legions
of ores, dragons and the occasional
Evil Wizard, what does a professional ad-
venturer do to relax? I often play a war
game, because they pose different kinds of
challenges. But because the skills I've
honed in caves and dungeons don't apply
to the trenches, I am regularly beaten by
Battlefront, killed by Kampfgruppe and
overrun by Ogre— often in the same day.
So I knew exactly how to go about re-
viewing this unusual book, which offers
advice on 30 such games, most of which
are available for the 64. Instead of start-
ing at page one, I flipped to the section on
Ogre, a game which humiliated me so se-
verely— and so many times — that I tossed
it in the basement a year ago. The only
way I had ever beaten the supertank op-
ponent was by using the field editor to
equip my army with dozens of extra
tanks, infantry units and howitzers. Sure,
it's cheating— but this is war, I always told ,
myself.
Still, the feeling of victory was less than
fulfilling under such conditions, so I hoped
author Bob Guerra's counsel would enable
me to fight a clean fight and still emerge
the victor. After a brief summary of each
game's scenario, he discusses the types of
weapons and some general tips before
launching into an in-depth look at various
strategies (your long-range plans) and
tactics (what you do when something goes
wrong, or more rarely — for me, at least —
right, while executing the master plan).
Finally, with screen shots, maps and
charts to illustrate his points, he present-
ed a step-by-step account of a game he
played, explaining the significance of each
move instead of just saying, "Do this and
you'l! win."
He also zeroed in on the enemy's "think-
ing" and discussed why the Ogre made
certain moves in response to my own. I
can't say I won the first session following
this advice, since the Ogre wiped out my
Command Post with a missile — but 1
managed to hold the enemy to a marginal
While clearly written, it's not
cut-and-dried like a
textbook, for Guerra employs
analogies and humor to
illustrate a concept or point.
victory by destroying him before he could
escape. And in the next game, I achieved
a defense victory by nailing the Ogre be-
fore it could destroy my headquarters,
something I had never been able to do
without stacking the deck. Needless to
say, I celebrated by giving my troops a
weekend pass and promoting myself to
Brigadier General,
Guerra divides the book into three sec-
tions: "On the Front" (joystick battles like
Arctic Fox], "In the War Room" (strategic
and tactical games that represent the
kind of program that usually comes to
mind when you say "war game") and
"Geopolitical Decision Making" (board
games reminiscent of Risk i. The first two
sections are further broken down into
land, sea and air games.
The titles range from some of the most
venerable war games, such as Tigers in
the Snow, to many of the most recent re-
leases: Silent Service for the submariners
in the crowd, Europe Ablaze for aerial
aces, and Gettysburg: The Turning Point
for Civil War diehards. Guerra comments
on the authenticity of those with roots in
historical battles. He also points out how
some fictitious scenarios have actually oc-
curred only months after the game's re-
lease, citing the 1986 bombing of Libya, a
scenario he reminds us was "originally
written for a computer simulation— F-15
Strike Eagle."
Most war games provide several scenar-
ios for you to play, so there wasn't space to
give detailed help on each one. Instead,
Guerra lays out the basics of the game
system, then zooms in on one scenario.
Reviewed by Shay Addams
furnishing strategic and tactical tips that
apply to the other scenarios. Then he
marches straight into a guided tour of how
to beat the scenario he's chosen, usually
telling step-by-step what to do and why
you should do it. (In most games that al-
low you to choose the nation you'll repre-
sent, he reveals the strengths, weaknesses
and best offenses and defenses for each
side.)
In the case of Ogre, for example, he
i gives such explicit advice as: "move the
first heavy tank on the left three hexes to
the right to directly below the missile
tank ... the Ogre will respond by moving
up three hexes and firing its main battery
at your rightmost tank." Furthermore, he
explains why the Ogre won't fire its mis-
siles at this stage, providing valuable in-
sight into how the Ogre's artificial intelli-
gence decides what to do.
Instrumentation — all those dials and
gauges and levers that fill the screen on
games like Silent Service and PHM Pega-
sus— is thoughtfully addressed, as are fac-
tors such as terrain, fatigue, weather and
other elements that might affect the out-
come of a particular game. And the inter-
face of many programs is more lucidly ex-
: plained in this book than in the manuals
that accompany the games.
In fact, SSI should consider getting
I Guerra to write the documentation for
i their war games, since SSFs manuals are
i usually harder to decipher than any code
• used by real military forces when sending
top secret messages.
And while clearly written, it's not just
i cut-and-dried like a textbook, either, for
: Guerra employs analogies and humor
(and the occasional migrant worker) to il-
i lustrate a concept or point.
In addition to the 30 titles covered in
detail (most are available for the 64, only
- a few for the Amiga), an appendix lists
many more war games, along with their
■ manufacturers and addresses. This means
| you can also use the book as a sort of buy-
er's guide when looking for a new game,
though a list of system availability would
have made it more practical.
So if the other side has been beating
you too often, volunteer for a tour of duty
on The Electronic Battlefield—the West
Point of computer war games, it enables
you to get more out of the games you al-
ready own, as I did with Ogre. And the les-
sons learned here can be applied to other
games not in this book. a
42 AUGUST 1988
Ihe new Commodore* Amiga"' 500 is
everything you never expected from a
home computer. That's because we designed
it to excite you. To dazzle your senses with
4096 colors and stereo sound. To unleash
your creativity. To allow things you never
dreamed possible in a home computer.
Because until now, they really weren't.
Like built-in speech synthesis, so you'll
always have someone to talk to. Pro-quality
3-D animation that lets even beginners put
their ideas in motion. Colorful educational
programs that make lessons fun and mem-
orable. A complete home office with
powerful spreadsheet and database
programs— even word processing with
WardPerfect? And unlike any other home
computer, the Commodore Amiga 500 can
multi-task, so you can run several prograr
at the same time.
Hook it to your VCR with an optional
RF modulator, and the Commodore Amig
500 becomes a home video production
center. Paint graphics over video images.
Create moving 3-D titles. Produce your own
animated feature.
And for pure fun, enter the incredible
world of stereo Amiga video games. With
graphics so good, major video game makers
use them in their coin arcade machines.
AND NOW YOU CAN SEE IT ALL, FREE.
We captured the excitement, beauty,
and power of the Commodore Amiga 500
on a special VHS video cassette called The
Amiga 500 Video Test Flight. If you're ready
for the ride of your life, call 1-800-343-3000
or contact your Commodore Amiga dealer
to find out how you can get your free video
demonstration.
1-800-343-3000
COMMODORE
. calks.
It animates.
It educates.
It's a home office.
It's a video studio.
It's arcade games in s
Tt's the new Commodore
iga 500 home computer.
500
- r *. 4 r r -• ■ ;■ r
f f )« I fill
ft ft I IS
I I ft I I
c: i ft i i i
1 f Aaftnln
^Jl^JL
Commodore is itegtsceiedtiademark of Coromcdme Steel romts.Ud.^ '-mig^.lnL wokIPwIki Is a
Itgtottred tradematk oF die WordPerfect Corporation. Marble Madness gjme screen courwsty of Electronic Arts. MailPian business grachlccouriKy ofOjuti. Inc Motorrvtk munition screen couttesy ol Aegis Dev,
ENTERTAINING COURSEWARE"
by Howard Millman
A Class of 111
Compute
Educational software that
sustains a child's interest while
teaching fundamental building-
block concepts can be hard to
find. We'll look at programs that
can do just that.
Reportedly, nightmares share a com-
mon theme of being trapped. I exper-
ienced that sensation when I was confined
in a classroom with 14 third and fourth
grade students, each kid trilling, "Mr.
Millman, Mr. Millman, this is boooorr-
ring. Can't we do something else?
Pleeassse?" With the plea echoed inces-
santly, my first class reverberated like a
shout in Echo Valley.
Clearly, things had to improve. I started
by re-examining the software. My stu-
dents were right, the programs were the
electronic equivalent of an Edsel. Graph-
ics were uninspired or non-existent, the
animation awkward and the themes mo-
notonous. These shortcomings were
crowned by wordy manuals designed first
to impress, then inform.
The stuif was the pits. Continuing to
force feed these programs to the class was
like shooting myself in the foot, neither
alternative was particularly appealing.
The solution lay in finding stimulating
programs to capture their interest. But
how? The school, like most institutional
buyers, bought software by mail order.
Such buyers rely on the reputation of the
publisher/vendor and the hype in the
catalog.
A proverb, dating back to when wars
were fought with rocks, dictates that there
are no guarantees in life or in software
performance. Maybe that's why most mail
order vendors offer return privileges to
schools if the software doesn't meet their
expectations. Tb tip the scales in my favor,
I began previewing demos or samples of
software before committing the school's
shekels.
About one in four packages met my ex-
pectations. Being finicky, however, paid
dividends. By the third class Fd achieved
my goal. The students received the kind of
challenging creative software they de-
Served, and I had a classroom of motivated
reasonably quiet kids. They and I {but
mostly they) survived the year intact.
Here's one package that outlasted the
inquest and another newer release that
also meets the grade. Both are multi-play-
er crossword-type games designed to dis-
pel the despair of vocabulary development
and spelling.
Crypto Cube
Ages: 8 years-Adult
Computer: Commodore 64
Publisher: Britannica Software
345 Fourth St.
San Francisco, CA 94107
(800) 572-2272
Medium: Disk
Price: $9.95
Emphasis: Topic-linked spelling
TbpicAvord association
Meet Crypto Cube's Wuzzle, the elec-
tronic equivalent of a fur-covered mean-
dering head. He (she?) is the on-screen
Sergeant-at-arms standing guard over the
cube's dialogue box, shouting directions to
the players. Just following the Wuzzle's
instructions and other on-screen prompts
is direction enough for kids to play this in-
formative game.
Each of the cube's four sides displays a
grid much like a crossword's. Typically,
there are four words per side so each
round consists of twenty words. The words
in each round link to a common theme.
Students choose from a list of fifty theme
centers, including the names of everyday
items like animals, kinds of transporta-
tion, weather terms, food, clothing, colors
and others.
No clues are offered to the words other
than the theme heading. Like the board
game Battleship, the initial moves are
spent just gaining some idea of the words'
whereabouts. For hopelessly mired play-
ers or students who need an advantage,
an opening menu option summons a list of
the 20 words comprising the round.
In a typical two-player game each stu-
dent moves the cursor, via the keyboard,
into one of the cube's squares seeking a
contact. If the square is empty it's a miss
and the square is blanked.
Hits are handled two ways. If the hid-
den letter is a vowel, the letter is immedi-
ately revealed. If a consonant, a question
mark is displayed. Now the player must
guess what the hidden letter is. The Wuz-
zle dances to the music when a correct
guess is made.
As you can see, there's a direct relation-
ship between the number of letters/words
already discovered and the probability of
correctly guessing which consonant the
question mark represents. And it's also
why students with superior association
skills will likely excel at this game.
After identifying all the words on one
face, the cube is rotated to another. The
round is complete when all four sides are
filled in.
Recognizing that even with fifty theme
centers this bargain-priced game would
have a rather limited life span, Britannica
wisely builds in two longevity factors. The
first is the ability to instruct the computer
to generate a new puzzle format using the
same words. Shifting the words around
slightly extends the game's lifeline. The
second option offers Crypto Cube the gift
of immortality. Via a list management
system the student, teacher or parent can
create a puzzle using their own words.
Keying in words related to the curriculum
or a child's interests adds relevance.
Students are always asking, "Why do I
need to know/learn/understand this?"
Well, in this case if the words conform to a
kid's interests the answer is they can de-
scribe their pastimes in writing as well as
verbally.
I also looked at another of Britannica's
highly regarded products, SpellCopter. To
a similar degree, both share common at-
44 AUGUST 1988
Entertaining Courseware /A Class of III Compute -
tributes. Unfortunately, they also share
the same shortcoming, slow disk load
times. Trimming the load time would en-
courage greater use of both in a home
learning or school environment.
In a recent conversation with Ibm Pa-
derna, Britannica's product manager, I
asked about their plans for revisions and
forthcoming releases, Ibm, holding his
cards close to his vest, simply said they
"are not ignoring the Commodore mar-
ket" (strongly emphasizing the "not"). He
continued by saying Britannica's reps had
just returned from a meeting with Com-
modore to discuss improving the quantity
and quality of 64/128 educational soft-
ware. That's the kind of continuing com-
mitment we hope to see more of.
Scrabble Crossword Game
Computer: Commodore 64
Ages: 8 years-Adult
Distributor: Electronic Arts
1820 Gateway Drive
San Mateo, CA 94404
(415) 571-7171
Medium: Disk
Price: $32.95
Emphasis: Spelling, Vocabulary and
Strategy
This is the classic Scrabble, true to the
original board game's ruies and capturing
all its time-honored appeal.
Combining Scrabble with the comput-
er's silicon soul eliminates two of the
board game's limitations. First, the disk's
built-in 20,000 - word dictionary resolves
players' squabbles over just what is or
isn't an acceptable word. Second, since one
player can compete against the computer,
solitaire Scrabble is now a reality.
The computer is quite a capable adver-
sary too, fortunately it can be handi-
capped when challenged by a mere hu-
man.
The transition from board to screen was
implemented with foresight and skill.
Players are assigned racks each contain-
ing seven letter tiles. Racks can be dis-
played or hidden at the players' option. As
in the board game, letters can be ex-
changed or juggled, and players can fore-
go their turn.
The game is well crafted throughout. It
loads quickly and offers on-screen prompts
as well as sound effects to accompany cur-
sor movements. The single static graphic
displays the Scrabble board complete with
premium squares.
Choosing from the letter tiles on the
rack, players key in a word. If the word in-
corporates letters which are not on the
player's rack, it's a reject. If accepted, the
player, via the keyboard, moves the cursor
to the word's starting square on the game
board. Entering a "D" for down or "A" for
across directs the program to type in the
word vertically or horizontally. An "X"
cancels the word.
Providing the word conforms to the
game's rules, the program totals the
word's score. The player is offered the
chance to cancel the move if the score is
unacceptably low. Once accepted, the word
becomes permanent.
Games in progress can be saved on a
work disk. Games so saved can be readily
resurrected another day.
Since the program is imported from Eu-
rope, I tested all features to satisfy myself
that it performs as promised. It does.
Electronic Arts, the largest home and
entertainment software vendor, distrib-
utes Scrabble for the British firm Leisure
Genius. According to Bill Mowry, EA's
product manager, Scrabble is Leisure Ge-
nius' first release for the Commodore 64.
This past June they also announced the
release of Monopoly for the 64, to be fol-
lowed by other popular board games as
they receive the licenses to transpose
them to disk.
Bridging the Years
Ordinarily, 1 tend toward the conserva-
tive when defining a program's targeted
age group. For me, eight through adult is
quite a spread. With Scrabble and Crypto
Cube there's a good reason for the range,
as they both extend help to the junior
player.
Just as Crypto Cube volunteers help by
allowing a player to peek at the words,
Scrabble also provides a suggested word
when asked. Furthermore, Scrabble's com-
puter can be handicapped by directing it
to compete at a lower skill level than its
human counterpart.
For either of these games to be easier to
learn they would need training wheels;
both can be played by following the on-
screen prompts. Which, come to think of
it, is just the way we like it. Student's ef-
forts are directed toward playing the
game, not understanding the rules.
In other words, software, like manuals
I that are designed to first inform, then im-
press.
If you have any suggestions, questions or
comments about this column, the sofhvare
covered or future topics, please write to
Howard Miilman in care o/Commodore
, Magazine. Q
Amiga Software Reviews/ Publisher Plus—
Continued from page 34
serJet. As you invoke the printing option
from the pull-down menu you'll be offered
a sub-choice of dot matrix and Postscript
as well as Postscript Disk. Selecting Post-
script converts the file into a language
1 which can be read by your Postscript-driv-
en printer, while the Disk option "prints"
a Postscript file to disk for later use.
In the matter of printers and fonts, you
may want to experiment to see which
combination works best for you. During
my evaluation, I used the Okimate 20
printer and found that some fonts looked
almost typeset while others on the same
page looked like dot-matrix. In printing
on a Panasonic, the situation was some-
times reversed. The bottom line is this:
some fonts will be handled well by your
printer and others won't be.
One shortcoming of Publisher Plus is
the documentation. Though nicely printed
and supplied in a slipcased loose-leaf bind-
er (which will lie open on your desk), there
just isn't enough of it. There is a very good
glossary of printing terms, an index, a
guide to printer's editing marks and an
appendix showing the many different bor-
ders available from your keyboard.
But I would have appreciated more in-
depth explanation on using the program.
Further, although there is an appendix
showing the resident fonts, it is incom-
plete. All fonts are shown in nine-point
and one is shown in 32-point. All sizes in
between should have been included to aid
those of us who have no idea how big 24-
pointis.
Another complaint is that not all font
sizes available are shown when the font
directory is invoked. You'll find no 32-
point Times, for example, but Publisher
Plus is capable of creating it by rescaling
the indicated sizes. Yet, unless you've read
absolutely every word of the manual, you
might never know this.
For productivity programs, documenta-
tion should be redundant: the same infor-
mation should be stated several times in
different ways; and the more complex the
program, the more redundant the manual
should be. Publisher falls short in this
area, so some users may miss important
steps and tips.
In spite of these drawbacks, Publisher
Plus is a full-featured desktop publishing
program. The layout, formatting and
graphics features meet most criteria for
true desktop publishing, and the program
is easier to use than some others I've tried.
Sparse documentation notwithstanding,
this one does work and works well. DJ
COMMODORE MAGAZINE 45
ADVENTURE ROAD'
Infocom Goes
Graphic, EA
Gets Wasted
News and opinion from a leading
explorer of those fantasy realms
called adventure games.
In a startling turnabout, Infocom—
whose name practically means text ad-
venture to adventurers around the
world — has gone graphic. They plan to in-
corporate graphics in all future interac-
tive fiction titles, and Sherlock will most
likely be their last ail-text adventure.
"Our market just hasn't been growing
the way it was in the old days," Infocom
President Joel Berez told me. "We still
have a very solid core of loyal interactive
fiction fans, but we're not picking up new
people at the rate we used to. And we're
even losing some of the old people, who
are perhaps growing tired of products that
are in many ways very similar."
Amiga owners in particular haven't
been attracted to all-text games, probably
because many people buy the machine
primarily for its graphic capabilities. Info-
com added sound effects to Lurking Hor-
ror, of course. But the company an-
nounced only months later that they
wouldn't be converting all their releases
for the Amiga, so apparently that move
didn't make much difference.
Berez gave two other reasons for adding
graphics: 'The early machines weren't ca-
pable of producing anything but the most
cartoonish forms of graphics, and the
memory and disk limitations required a
tradeoff— if you added graphics, you had
to take out something else. With today's
more powerful machines and our new pro-
gramming techniques, we feel we can add
to the games without taking anything
away. And oddly enough, in the process of
making the technical changes required to
support graphics, we may also be relaxing
some former restrictions, such as game
size. So the basic text and logic parts of
the games will likely get bigger, even as
we add other features."
For Amiga adventurers, this will cer-
tainly be a boon. But 64 owners won't be
happy to learn that the 64 probably won't
be supported at all. The possibility exists
for later games that might run on the 64,
though for now Infocom is focusing its ef-
by Shay Addams
forts on a 128-only version of their new
adventures. (Even that is uncertain at
this stage.) Infocomics will be the only 64
titles available, and these aren't adven-
tures—in fact, they're not even games. No
puzzles, no points, just a story that you
can fast-forward and rewind through, a
program whose only original features al-
low you to switch between the perspective
of various characters. Infocom says Infoco-
mics weren't created for adventure fans,
anyway, but to attract a new market — the
comic book crowd. That's why they're be-
ing sold in comic book stores and market-
ed through other new channels.
In another major departure for Infocom,
Brian Moriarty {Trinity, Beyond Zork) is
working on a traditional role-playing
game along the lines of a Bard's Tale or
Wizardry. And before that's released, Info-
com will market a similar game produced
by an outside developer (though Infocom
people are involved with the project).
Berez says this is part of their strategy to
become Activision's "interactive storytell-
ing division." (Activision bought the com-
pany in 1986.) Part of that strategy in-
cludes the move into RPGs.
When things were slowing down in the
text adventure realm, Berez recalls, "We
tried to figure what really made sense for
us to be doing. We decided our greatest ex-
pertise was in interactive storytelling and
that we wanted to branch out in this area,
Just as we dominated interactive fiction,
we'd like to dominate interactive storytell-
ing, simply specializing in all aspects of
that. As we've pursued that strategy, we
eventually convinced Activision that it
made so much sense for us to be the spe-
SUSAN LIPPMAN
cialists in those sorts of products that Ac-
tivision has stopped doing them."
If Infocom doesn't produce text adven-
tures, will anyone else? Companies that
tried to compete with them — notably Bro-
derbund and Mindscape — have already
given up. And most software developers
will probably reason that if Infocom is get-
ting out of text games, the market is too
weak for them to move into. But some dar-
ing souls might view this as an opportuni-
ty to snare an existing audience and take
a chance on some new all-text games. In-
focom still has the technology to do all-
text games, so the door is not quite closed
on this genre,
Wasteland: Role Playing Reaches
New Heights
Electronic Arts gave up on text games
after their first bid, Amnesia, and since
then their Interactive Stories Division has
concentrated solely on role-playing
games. The best one I've seen from them
or anyone else this year is Wasteland, cre-
ated by Interplay Productions. It's a post-
nuclear war scenario that puts you in
charge of seven Desert Rangers out to
solve a series of mini-missions in the
American Southwest. While doing so, you
stumble across the game's main goal,
which involves the Servants of the Mush-
room Cloud, a "glow in the dark" cult
whose temple is a former nuclear reactor
in Las Vegas.
Characters aren't restricted by specific
classes such as Thief or Fighter. At the
outset, each of your four main characters
gets a number of skill points equal to his
Continued tin page 81
46 AUGUST 1988
CHECK US OUT! LET US EARN YOUR BUSINESS! !
0 SERVICE 0 SUPPORT 0 SELECTION 0 PRICES 0 GUARANTEE
HOME/BUSINESS
EDUCATIONAL
AIDS/UTILITIES
Bankstreet Writer
9EST Business Series 64
Business Form Shop
CMS Accounts* 128
CMS Inventory 123
Cfiartpaki28 0R64
Data manager 128
Data manager 2
Fleet f.Iet 61/12E
Fleet System 2 +
Fleet System 4
FontBister IZBw/Speii
Fontmaster II
KFS Accountant 128
Add-ons - call us
Math Function Evaluator
Mlaolawyer 64
ppm i?8
FTHH
Page Builder 128
Paperclip Publisher 64
Paperclip 3
Panne; 12a
Partner 64
Pocket Dictionary
Poceel Superpak 2
Pocket VVfite/Fie or Plan 2
Securities Anafyrfl 128
Suparbase128
Superbase 64
Suparbasa 128/1581 drive
Swlttcilc 1 28 w/Sideways
Swittcalc 61
T AS 128
TAS64
Tlroeworks Business Series
\Tizhttar12B
Vulwfite Classic 12s
Wordwrtt«12S
Wordwrittr 3
133
EA 46
10
129
S3
EA 29
39
17
29
19
»
19
15
119
52
27
42
12
29
39
39
39
39
30
10
67
EA 39
36
n
44
"call
39
17
42
29
EA 39
60
60
39
30
Easy Sign/5 +
Grandma's House/5-9
OH on Keys/5-8
Linkwoid Foreign Languages
Lulls Computer People
Peter Rabbit (Reading 1 1 / 5-3
Reader Rabbit/4-7
Rocky 's Bools/9 +
StKkybear Math 1/5-8
Stickybear Roadlng/5-B
Stlckybear Typlng/5-B
Jungle Book (Reading 2| / 6-9
KldwrHer/6-9
Mathbus!ers/6-9
Stlckybear Math 2/6-9
Stickybear Spellgrabber/6-9
Sltckybear Townbulldar/6-9
Rrsl Men on Moon Math/9 +
Stickybear Read Comprah./9 +
Evelyn Wood Dynamic Read/11
Pro Tutor Account ng/14 +
B.S.V.P. /12 +
Tlckel to London, Paris.
Span OR Wash net :n/l 2 +
WHera USA Carmen
Wnere World Carmen
MMhjmCla*3/10 +
Alice In Wonderland, Swiss
Fanny Reblnson, Below The
Root. Treasure Island OR
Wlrard oi OZ
18
EA 19
SI
19
29
29
22
22
22
19
22
9
22
22
2?
19
22
+ 17
59
21
EA 21
36
35
Becker Bask S35
Fontpac Plus 64/128 35
GEOS 128 45
GE0S64 39
GEOS Companion Number One 24
GeoFiks 64 35
GeoProgrammer 45
BtoPuMtti 64 45
GeoSpel 19
Geocalc 1 28 45
GeocalcB4 35
Gaollre 128 45
GtDwrilo Workshop 128 45
Geowrtte Workshop 64 35
Neolont 19
Word Publisher [GEOS) 28
GRAPHICS/CAD
EDUCATIONAL
Body Transparent
Early Learning Friends/PRE
Facemaker/PRE
Galactic Frontier
Klndertomp/PHE
Stickybear ABC's/PflE
Stlckybear Numbers/TRE
Stickybear Shapes/PRE
Alphabet Zr»/5-8
PERSONAL
Bodylog Cardki Eiercise
Sodylog Enhanced Stress
Bodytoc Kearttab
Bodylog Muscle Development
Bodying standard Stress
Boston Bartender's Guide
Brldgemaster
Build a Book About You
CDA Cooking Titles
Crossword
Dr. Ruth's Sei
Dream Machine
Family Tree 1 28 OR 64
Pant Whitehead Chess
RSVP
Seiual Edge
Tempo Typing
75
229
a
H
89
12
12
19
can
12
22
19
EA 39
30 Perspective 2
39
Advanced OCP Art Studio
25
Animation Station
65
BASIC 3
25
Billboard Maker
29
Blazing Paddles
25
Bumper Slicker Maker
35
Business Card Maker
35
CAD 30
39
Cadpakl28
42
Cadpak 64
29
Certfllcate Maker
17
Colorez12B
12
MM
29
Fie* id raw 5.5
29
Geopubtsr) 54
45
Graphic Art Disks 1 Hull 10
EA 13
Graphic Label Wizard
21
Graphics Balls Ma Pak 1 OR 2
EA 24
Graphics Integrator 2
24
Graphics Transformer
25
Home Designer 128
45
CON Factory
25
Moving Pictures
20
Newsroom
17
PCS Circuit Board Maker
79
Page Illustrator 128
29
Paperclip Publisher 64
39
Photo Finish
19
PtinIM jsIc r Pius
25
Prlntshop
35
Screen F/X
25
SUdeshow Creator
13
The Toy Shop
22
Video Title Shop
25
1541/1571 Drive Alignment
BASICS
BASIC Compiler 128
BASIC Compiler 64
Big Blue Reader 64/128
Bobsterm Pro 1 28
Bobsterm Pro 54
CPM Kit 128
COBOL 128 OR COBOL 64
Final Cartridge 3
Gnome Kit 64/12B
Mich 126
Merlin 128
Merlin 64
Ptiyslcal Exam 1541 OR 1571
Power Assembler 64/128
Power C 64/128
Prole Line BBS 128
RAM DOS 178
Renegade
Super 81 Utilities 128 or 64
Super Aide
Super C 128 OR 64
Super Chips 64
Super Chips 128 or 12BD
Super Disk Utilities
Super Librarian 128
Super Pascal 128 OR 64
Synlech BBS Construction Set
Syntech BBS Games Module
Sysres Enhanced
Warp Speed 128
J25
30
42
29
32
42
35
22
EA 29
49
29
15
45
35
29
30
30
45
29
29
29
25
45
25
45
25
19
EA 45
MISCELLANEOUS
Aprospan Cartridge Holder S27
Drive Boi 27
Hotshot Phis Printer Interl, 69
lightpen 1700 59
Ughlpen 1B4C 49
M3 Proportional Mouse 40
Mousepad 8
Partner 123 39
Partner 64 29
Print 8 Wear Transfer Paper 17
Quick Brown Boi • 32K 79
Quick Brown Box - 64K 99
RGB to TV Cable 9
RS232 Interlace Cable 39
Printer Paper ""rail
Printer Ribbons "call
Serial Cable - 6 Foot 9
Super Graph™ Gold B9
NEW PRODUCTS
ARRIVE DAILY.
PLEASE CALL!
Abacus Books cal
Big Tip Rook lor Commodore 15
C128 Programmer Del. Guide 22
C12S Subroutine Library IS
GEOS Prog Rel Guide 2 17
K Jax Revealed Book 1 23
K Jax Revealed Book 2 23
Superbase the Book 15
Troubleshoot I Repair C64 18
MISCELLANEOUS
2-lor-i Serial Bex
4-tor-l Serial Box
C64 0R 1541 Cover
C128 OR 1571 Cover
40/80 Column Switch Cable
AS Printer Switch Boi
29
39
EA 7
EA 9
18
35
It. lor any reason, you are not satislied
with your selection wilhin 15 days of
your receipt, simply return the product
to us We will either issue you lull
credit tor exchange on another selec-
tion, or refund yrjur purchase price,
ess S5 DO tor restocking and handling.
Defective items are replaced free of
charge1
Great Products
By
Software Inc. B Sf '
HOME DESIGNER
1541/1571 Drive Alignment
1541/1571 Drive Alignment reports the aiignmenl condition of the disk drive as you
perform adjustments On screen help is available whiie the program is running
Includes features for speed ad|us!irent and stop ad|ustment Complete instruction
manual on aligning both 1 541 and 1571 drives Even includes instructions on how
to load alignment program when nothing else will toad' Works on the C64, SX64.
CI 28 in either S4 or 128 mode, 1541, 1571 in either 1541 or 1571 mode! Autoboots
to all modes. Second drive fully supported Program disk, calibration disk and
instruction manual. only 125.00
Super B1 UtJrties now avalible lor the CS4!
Super 81 Willies is a complete utiltres package lor the 1581 disk u[.j
drive and C128 computer. Among the many Super 81 Utilities 5« ~rl
features are: (Q -f 1
• Copy whele disks from 1541 or 1571 formal 1o 1581 partitions I Jj I )
• Copy 1 541 or 1571 files lo 1 581 disks X!_^i
• Copy 1581 tiles to 1571 disks ^/i.iti<-
• Backup 1581 disks or tiles with 1 or2 1581's
• 1581 Disk Editor. Drive Monitor, RAM Writer
Supplied on both 31/;" and SVk" diskettes so lhat it will load on either the
1571 Or 1581 drrve
Perform many fJP/M and MS-DOS utilily lunctkins
• perform numerous DOS functions such as rename a disk, rename a file,
scratch or unscratch files, lock or unlxk files, create auto-boot and much more!
Super 81 Utilities uses an option window to display all choices available at any given
time. A full featured disk utilities system for the 1581 . onty J29.00
IflflRPOf RAMDOS is a compete BAM (used 'Disk" Operating System lor if*
Jwft Commodore 1 700 and 1 750 RAM expansion modules which lurns all
^frr or pari of the expansion memory into a 'ighting fast RAW-DISK
RAMDOS behaves similar to a much faster 1541 or 1571 floppy disk except that the
data is held in expansion RAM and not on disk Under RAMDOS. a 50K program can
be loaded in Vi second. Programs and tiles can be transferred to and Irom disk
with a single command. RAMDOS is available lor only S29.00
PROFESSIONAL CAD FOR
YOUR COMMODORE 128!
Thti Is the most powerful twivdiiiwritional CAD program available Itf your C129! As
an object -based package {this is what the prolessionals use) your drawings are
created and printed with the greatest accuracy and detail possible. This
object -based design provides extreme flexibility and control over your drawings
because each line circte. text-string, Etc can be manipulated (rotated enlarged,
erased) as a separate entity With ow &0 powerful commands, you can translate,
rotate and mirror objects Slretcfi or ■shorten tines as neeced Easly create parallel
lines. Draw of erase arcs, circles, ellipses and boxes al wiji Insert library futures
anywhere into drawings at any scale and angle Scale text to any heighl and wicn
Work m either an absolute scale or leel/mcnes Your drawing screen fa 16" by 22"
page) includes 5 drawing layers that can be selected /included /excluded /erased at
will. HOME DESIGNER provides accurate, lazer-qualiry output, at ANY scale, on your
dot matrix printer or plotter Use a joystick or the 1351 mouse as input
l WHEN THE DETAILS AflE IMPORTANT! Still onty J45.00 J
r
THE WRITE STUFF
WRITER STALKER
This WORDPROCESSOR Is by lar trie of Iho BEST that he have sun! Let's get right
to The specs: 21 function calculator - line up numbers with the decimal tab: 60
customizable help screens ■ 86K of disk doc's: Double-column printing in one pass:
Encyrpt/rJecrypt text: Sol up to ten columns (great tor lists); Merge/Append teit
files; Link tiles: Word/paragraph counter; File translator lor 15 rattier W/P's: Dvorak
|- -I QWERTY logrjle: True 80 coljmn Hi Res preview; Key-click tor typewriter
sound; Mail Merge: Automatic Case: On-line clock. 1764 RAM Expander support:
MACRO TYPING cuts your typing lime by crver 25% and more1
The WRITE STUFF even comes In a TALKING version, which includes SAM. a
program that produces speech Irom your computer's sound capabilities. This EB
TALKER recites any portion cl your text, can say each letter and command as it is
typed, and translate to phonetic scnpi lor additional editing Gnat for the sigltt-
impa ired and the youngsters! !
lCM version - $19.00 C128 version - (24.00 CM w/Talkcr - 124.00 j
FREE
CATALOG
40 pices of
detailed descriptions
for over 300 fine
products for your
Commodore
computer
CALL OR WRITE
for roun copy
TODAY!
:£S3SSSS
COLLECT SONUS
DOLLARS
One bonus dollar,
good towards your
next purchase, for
every 550.00 ordered!
COLLECT THRU
a/31/88
USE THRU
12/31/88
CALL FOR LATEST
PRODUCTS. PRICES
AND COMBINATION
SPECIALS!
ORDERING INSTRUCTIONS: VISA MasterCard. Personal Check, Money Order or COD are welcome
Shnpno USA: S3 SO/ground. J5i0/2nd Day, St4.00/rjvrmofrL COD. add WOO Canada/Mexico:
WOO Air Marl. Foreign: $12,00 (far Air Mail use cf«ge4sp«iVniaJiirrijm).PAresiIenlsarJd6%silesIaji.
Include phone number and computer/drive model with order Al< items anil be Slipped immediately, (if we
atrer oit-of-stock, w« will let you know I CRAII E II tit mm.
I
For CUSTOMER SERVICE please call us:
Monday thru Friday. 9:30 am - 4 p.m. EST
1 -(215) -683-5699
MO
SURCHARGE
s
PROJECTS
by John lovine
Monitor
Projects
for the Commodore 128
RGB to Composite Monitor
Here are a few short and simple moni-
tor projects. For those of you who would
like to use an inexpensive composite
monochrome monitor and have the 80 col-
umns inherent with the RGB, we'll con-
struct an adaptor. The adaptor uses two
lines off the RGB socket and feeds directly
into your composite monitor to give you
an 80-column screen, (See figure 1.)
The adaptor is a stand-alone project,
but if you wish you can add a simple
switch that will allow you to manually
switch from the RGB to composite (graph-
ics screens) whenever you like. You have
to use the video out rather than the RF
out. (See figure 2.) I have not found any
standard plug that fits into this socket, so
if you wish to use this circuit simply insert
wires into the appropriate socket holes
and tape into place.
9 PIN
'D' CONNECTOR
4 3
o o o o-1 o
O O O-i o
9 8 7
MONOCHROME
Figure 1
80 Column RGB to Composite
80 Column to TV
Here's another circuit you might want
to entertain using. (See figure 3.) This cir-
cuit uses the RGB adaptor to an RF Mod-
ulator (Radio Shack PN#15-1273) to a
standard TV set The resolution isn't per-
fect, but it is quite usable when you
sharpen it up with the following pro-
gram lines:
10 REM USE THIS PROG FOR 80
COL TO TV
20 POKE DEC("DC00") ,26
:POKE DEC ("D601") ,2
30 POKE DEC("D600") ,25
:POKE DEC ("D601") ,0
I tested this circuit with a color TV; it's
VIDEO
CONNECTOR
possible that a black and white TV may
work better. Again you may have to ad-
just the TV to obtain the best picture
possible.
Circuit Construction
The circuit (figure 1) is practically self
explanatory. Solder short leads from the
9-pin plug to the phono socket. Use a vid-
eo/audio cable from the phono socket to
your monitor. You may have to adjust the
intensity of your monitor, but you should
find the setup quite satisfactory.
You can cover the adaptor wires with
heat shrink tubing or a molded plastic
cover, both of which are available at
Radio Shack,
Note
1 have received many letters requesting
more info on the sound sampling circuit
This is to inform everyone that Fm de-
signing a new and improved circuit that
will be coming out shortly. Watch for this
and other Projects in upcoming issues of
Commodore Magazine. H
PHONO
PLUG
PHONO PLUG
TO COMPOSITE MONITOR
Figure 2
Switchable 80 Column and Composite to Composite
C-128 RGB
5 4 3 2 1
O O O O-I O
o o CH o
8 7 ! 6
Figure 3
80 Column to TV
RF MODULATOR
(REAR VIEW)
MATCH1NC
TRANSFORMER
i
s
48 AUGUST 1988
ACT NOW AND SAVE 30%
ON YOUR SUBSCRIPTION TO COMMODORE MAGAZINE
SOFTWARE FAN MAIL
ureffiETJUisa
Commodore
101 Game Tips
Readers Tell All!!
Commodore I
LEARN - DISCOVER - EXPLORE
All your computer has to offer with Commodore Magazine
X7T7C* I'd like to take advantage of
XXZ»3« this Special Offer and receive
Commodore Magazine for 30% off the
newsstand price.
Address.
City.
.Zip.
Slgntttur e _.
METHOD OF PAYMENT
□ Enclosed is mv check or money order for S24.95
(Make payable to COMMODORE MAGAZINE, INC.)
□ Bill me
□ Charge my VISA or MasterCard Card number
Expiration Date.
Signature
All prices in l'S. Currency. Canadian (irdcrs add Sill lit) iu rauli subscription m
COVcr pi>sci|te Overseas: S50.40/I2 issues.
Find out what's new for your Commodore computer
from the inside source. Keep up with the latest in new-
hardware and software through in-depth reviews. Get
practical home and business applications, along with
hints and tips from the experts to help you get the
most from your Commodore computer.
Plus, in ever)' issue, you'll receive free programs —
games and useful applications — you can type in and
use right away.
If you subscribe or renew your subscription now for
just $24.95, you'll save 30% off the newsstand price
of $35.40. We'll send you a full year ( 12 issues total)
of Commodore Magazine.
MAIL TO:
Commodore Magazine
Subscription Department
1200 Wilson Drive
West Chester, PA 19380-9990
OR CALL (800) 345-8112 (TOLL FREE)
TO SUBSCRIBE TODAY.
■^■^^^■H
.■''■'■."■■■"■-"-■''
■ ' af ■- - ----- I ' ■'
V
k45
• *"! "'::-"'~- ;----' - .. • ■■-■■
--• ■-.''. - lee ■ ' ■ '- ;
SygB
fiSHH
■-"■■ '• ■' H ' ■ I ■■ ; '■'■' '-•-'
Magic's
^^Stw bv Russ Ceccol
by Russ Ceccola
Majesty
in Adventure Games
Magic has always been an
element of humanity. Man has
always found a fascination in
those things deemed beyond the
capabilities of normal behavior
and the laws of nature. Magic on
computers is found in the realm of
adventure games. From
Adventure to Zork, all have at
leasl a tiny bit of magic that the
player can perform. An
understanding of the magical
abilities of your character and
surroundings is necessary in
order to do well in adventure
games. Here then is my
compendium of the magical lure
contained in adventure games.
For prehistoric man, fire was magical
because of the things it could do and
the power it seemed to possess. For us to-
day, it takes more than fire to make us be-
lieve in magic as a real force in the world.
Magicians and illusionists of our times
bring us to the brink of believing in mag-
ic; only the knowledge that their tricks
are merely clever prestidigitation keeps
us from falling over the edge.
Magic permeates all areas of our lives
not just our thoughts. Because of its de-
pendence on what cannot really happen,
magic appears throughout the entertain-
ment industry, from movies to books. Its
effects can be seen in all their glory espe-
cially in computer games of all types. The
computer, its graphics, sound and memory
are the likely location to present magic to
an audience that is able to suspend doubt
for the duration of the game.
Magic on computers is predominantly
found in the realm of adventure games.
From Adventure to Zork, all have at least
a tiny bit of magic that the player can per-
form. By playing these games, we develop
a strong degree of creativity through at-
tempting to discover uses for the magical
abilities given to us in the game. A thor-
ough understanding of these abilities is
necessary in order to do well in adventure
games. I searched carefully for the pres-
ence of magic in the games that I owned
and found six ways in which magic is used
in adventure games: spells, potions/
powders, wands/staffs, worn magical
items, magical words and miscellaneous
appearances of magic.
Spells
There are many ways in which spells
can be cast in adventure games. Their use
extends from role-playing games through
text adventures and depends largely upon
the creativity of the person playing the
game. A spell is usually written on a scroll
or discovered in some other form of writ-
ing. A major part of using spells is discov-
ering what they do — what their effect is
on all things — both living and nonliving.
In any case, there are two ways in which
spells may be used: they may be cast on
yourself or cast on other characters or
things.
Before worrying about, how to use spells,
you first have to know where they come
COMMODORE MAGAZINE 51
from. In most role-playing games, spells
are acquired with experience or the at-
tainment of a character level. There are
usually two types of spells: those of sorcer-
ers or magicians and those priestly or
clerical spells. The spells are different for
both classes of spellcaster, but their meth-
od of accumulation is the same. As the
characters "serve time" in the realm of
the game, their magical ability, particu-
larly the availability of spells, increases.
So in role-playing games, more spells are
acquired as a result of success in the rest
of the adventure.
In other adventure games, spells are
usually found. The spells may be written
within books or other publications, writ-
ten on scrolls or parchment or inscribed on
other objects, lb find out about the spell,
the adventurer reads the description of
the spell or discovers through close exami-
A spell is usually written on a
scroll or discovered in some
other form of writing.
nation that a spell is contained in some
object. Once the existence of the spell is
confirmed, there are many directions in
which the game can proceed, depending
on the way the spell is used in the game
and the proper use of the spell according
to the game's author.
Casting the spell on yourself gives a
good indication of what it can do. In most
cases, you will probably have to return to
a previously saved position in the game
after using the spell because you have
probably lowered the number of "lives"
left in the spell and the change it brings
about in your alter ego in the game may
be irreversible. Yet the spell's effect on
yourself is a clear indicator of its place in a
game. This action will tell you whether
the spell is meant to be used on yourself or
another character or object in the game.
Trying to successfully cast your newly-
found spell on other characters, animals
or inanimate objects in an adventure
sheds even more light upon the correct
use of a spell and at the very least allows
for some interesting results. Through ex-
perimentation, you may find fun in what
is otherwise a boring adventure game.
Also, you may stumble upon the answer
to a puzzle that has plagued you for a
while by trying out a new spell. In most
cases, the effect of the spell on other char-
acters will be the same as on you, In the
case of inanimate objects or animals/crea-
tures, anything can happen— just experi-
ment and see.
Casting or executing a spell may take
place in any number of ways, from simply
picking it up to throwing it. However, the
predominant ways of casting spells are
through reading them or invoking their
name. Reading the spell from the place it
is written takes immediate effect. The
spell can automatically take effect on the
object or character in your location in the
game for which it was intended. Other-
wise, reading the spell may cause an
event to take place. like the arrival of
night or the appearance of a force field
around the character or party. Whether
individual or group effects take place,
reading the spell may make the object on
which the spell is written disappear, so be
sure you need a spell before you use it.
The other means of casting a spell is
through invocation of its name. By simply
saying the name of the spell, with or with-
out other words that indicate for whom or
what the spell is intended, its power is
manifested. Again, you have to be sure
that you want to use the spell before in-
voking it, for there may be a limit to the
number of times that you can use it. If you
know this limit, it helps matters a lot. If
not, logical reasoning instead of haphaz-
ard guessing will help you to use the spell
correctly.
As an example of the use of spells in ad-
venture games, I can use Enchanter, one
of the spell-based and heavily spell-popu-
lated Enchanter Trilogy games. There is a
spell called Vaxum, the purpose of which
is to make a hostile creature your friend.
There is an adventurer who is angry with
you in the mirrored halls of a castle in the
game. After learning the spell, you may
type in VAXUM BEING to change the at-
titude of the adventurer, thus increasing
your score.
Potions and Powders
Potions, magical liquids, powders and
magical substances are popular ways of
containing a one-shot magical effect in a
physical form. In most cases, the potion
may be used or drunk only once, and the
powder may be blown, poured or thrown
only once. Both categories are favorites of
magician-like characters in games. In de-
scribing them, games often refer to the
wizard or magical character that created
the potion or powder. The key to successful
usage of a potion or powder is to know
when to use it. Once this is found out, your
inventory will be lightened when the sub-
stance is used.
Potions and liquids are tricky to deal
with, because their effect may not be re-
movable. In particular, after drinking a
potion or pouring it on something, it may
kill you or it may have no effect at all. At
this point, you still don't know what the
potion or liquid does, but you've already
used it. Different from a spell, the use of
which is usually revealed after reading it
or finding out its name, potions and liq-
uids have to be tried again and again to
learn how to use them. Potions and magi-
cal liquids are usually contained in some
kind of vial or bottle. Often, there may be
a label on the container that indicates the
usage. If not, you have to experiment.
The key to successful usage
of a potion or powder is to
know when to use it.
Drinking a potion may have different
effects on different characters in a game.
Particularly in role-playing games, the ef-
fect of the potion depends on the character
and the qualities of that character. A po-
tion or liquid may have an immediate ef-
fect, or you might have to wait a number
of turns before the magic becomes potent.
Pouring a potion or magical liquid almost
always takes effect immediately. It may
burn what it falls upon or transform the
object or character into something else.
The limits of the magic in the case of
pouring are large because the liquid isn't
consumed by a specific character, in which
case the magic is limited to the character
who consumed the liquid.
Gauntlet uses potions to destroy a large
number of enemies at once. When a po-
tion is found in the game's mazes, it is
kept in the character's inventory until
used. When used, it eliminates all of the
enemies on one screen according to who
uses the potion. If a wizard character uses
the potion, its effect will be to clear every
52 AUGUST 1988
enemy, whereas if an elf character acti-
vates the potion, only a percentage of the
enemy is killed. Gauntlet is an example of
a game where the abilities of the charac-
ter directly determine the usefulness of
the magic.
From Adventure to Zork, all
have at least a tiny bit of
magic that the player can
perform.
Powders and solid magical substances
are tougher to use in adventure games.
Powders are mixed with other powders,
liquids or other substances or are thrown
at another character or thing to take ef-
fect. If the powder or solid is meant to be
mixed, it is tougher to discover the correct
usage. This is because of the various
things with which the magical substances
can be combined. There is usually some
kind of clue that tells you how to mix the
substances. In the case of throwing, trial
and error takes over again. Throwing usu-
ally provides a wider range for the magic's
effectiveness, but it also eliminates any
chance of reusing the substance.
Feud is a fairly recent game that estab-
lished a rather unique game system in
that the goal is to create a certain number
of potions and powders from various
plants, herbs and other substances that
you find throughout the game's geogra-
phy. The interesting thing to note about
the game is that the substances don't com-
bine in only one way. You may mix them
in any way, but the result may not be
magical. The game is yet another exam-
ple of how intelligent use of resources
translates to strong magic.
Wands and Staffs
The magic wand has been the popular
symbol of a magician since the first magi-
cians began their practice. Used as a
means of concentrating magical power in
a stream that could be directed through
the wand to the target for the magic,
wands have been the source of various ef-
fects for magicians. In adventure games,
wands, staffs and other such objects are
used extensively in the way that real ma-
gicians claim they work. The major uses
of wands and staffs are: pointing at the re-
ceiver of the magic and waving the wand
or staff.
Pointing the wand at somebody or
something may be all that is needed to
perform magic. Usually, some kind of bolt
or energy beam comes out of the end of
the wand and enters the next object with
which it comes in contact. Wands and
staffs have all kinds of purposes, from
bringing death or life to transforming the
target into something else. Usually, un-
like in real life, you can't point at some-
body or something accidentally in an ad-
venture game. More than likely, you'll
have to knowingly decide via command to
point your wand or staff somewhere.
Beyond Zork offers a good example of
the use of a staff to kill an enemy. In your
travels, you have stumbled upon a staff of
annihilation. You've found out its purpose
by having it examined by a wise woman.
While traveling through the forest, you
come across a vicious hellhound. With no
other means of killing the creature, you
point the staff at it, and it disappears into
nothingness.
This example illustrates that the magic
of the wand was called upon when needed.
This is true of any magic you use and is a
lesson to be learned. In the case of wands
and staffs, you may only have a few
chances to use the magic contained in the
item. In Beyond Zork, you may only use
the staffs or wands three times. After that,
their magic is lost. To test your wands and
staffs, as well as to find out what they do,
repeatedly point them at objects to see
how many times you can use them. By do-
ing this, you will also find out the effect of
the wand or staff in the game.
Waving a wand or staff has more of the
mystique of classic magic involved than
simply pointing the instrument. The
tougher thing about waving a wand or
staff is that you aren't directing the power
toward any one place.
Wands and staffs have all
kinds of purposes, from
bringing death or life fo&
transforming the target into
something else.
Usually, the magic is directed toward
anything that can respond to it in the lo-
cation in which you are standing. This
makes a puzzle easier or tougher, depend-
ing on the situation.
In Adventure, you have to cross a fis-
sure to get a diamond. The only thing
Continued on page 102
COMMODORE MAGAZINE 53
Last month marked the first
anniversary of the Amiga Public
Domain column in Commodore
Magazine, so here's a special
article to commemorate the
occasion. This month I am
presenting awards for the best
Amiga public domain programs
reviewed in the past year.
Some of you will wonder why I'm doing
a "Best of column now, instead of at
the end of the year. In addition to the fact
that I started this column in the middle of
last year, keep in mind that there are lead
times involved with
writing for a monthly
magazine. By writing
this article now, Fm
much closer to the end
of a calendar year than
if I wrote this article for
a December release.
Also, the summer is a
good time for such an
article, since most peo-
ple have some vacation
time on their hands to
catch up on the public
domain gems they may
have missed previously.
This column first ap-
peared in July 1987, so
I did some catching up
in the first few install-
ments and reviewed
many programs that
were actually released
in 1986. 1 will not be
considering programs
written in 1986 for
awards.
Here are this year's awards for the best
Amiga Public Domain programs. I've
awarded gold, silver and bronze medals in
each category. I also give "honorable men-
tion" awards in certain categories to one
or more Amiga PD programs that didn't
make the top three, but still deserve rec-
ognition. In a couple of categories I only
gave medal awards to two programs, since
I couldn't find any other programs that
were truly worthy of a bronze medal
award. Most of the software categories are
self-explanatory.
As far as the demo categories are con-
cerned, I separated the demos into "Nor-
mal" and "Custom" classifications. The
Normal Demo category holds demos that
were created with only one main commer-
cial graphics package that is currently
available; therefore demos are of the type
that the average Amiga owner can hope to
create some day. The Custom Demo cate-
gory holds all the other demos that for one
reason or another are out of the reach of
the average Amiga user in terms of creat-
ing with what is currently available, at
least without using several different
graphic packages. And the other category
lists programs that didn't have any com-
petition, so there was no need to create a
separate category.
I have included either a listing of the
Fish disk number that each program re-
sides on (if this is the case) or the file num-
ber of the program in the file libraries in
PeopleLink's AmigaZone.
Amiga
Public
Domain
by Qnokom Ki+tietf.
There are three programs that don't
have any reference at all: The Final List
should already be located on practically
every local Amiga BBS in the country.
The other two programs, Zeus and De-
moReell are huge and therefore can't
practically be stored as a downloadable
file (i.e., you have to get a copy of the disk
itself). A friend or User Group will have to
be your source for these.
Games
Gold Medal: Paeman87 by Steve Jacobs
and Jim Boyd I AmigaZone file #7774;
Shareware: $10)
Pacman87 deserves applause as a qual-
ity PD arcade game which has very good
graphics and sound. It is not only fast and
challenging, but it also has some original-
ity. The biggest reason why it receives the
gold medal is not so much what it does,
but when it came out. Although there
were quite a few games out for the Amiga
from the start, before mid 1987 the num-
ber of quality arcade games could be
counted your fingers. Pacman87 gave
Amiga users a good PD arcade game to
play while they waited for the Christmas
flood of arcade games for the Amiga 500
to start rolling in.
Silver Medal: Larn by Edmund Bumette
(Fish 63)
Despite the release of commercial fanta-
sy role-playing adventure games like
Rouge and Ultima HI, the D&D-style
game that Amiga users
were most enthralled
with was Hack, a port of
the famous adventure
game from the Unix en-
vironment that caused
people to consume free
time as fast as sloppy
multitasking programs
consume memory.
But Hack had some
less than desirable fea-
tures. The most annoy-
ing feature was that
your character had to
constantly stuff food in
his face. Unlike the
real world, Hack char-
acters had a very short
life span (like 20 min-
utes) if they didn't eat.
This forced your char-
acter to eat the likes of
dead rats, ores and ko-
bolds, (Can you imag-
ine a knight dining on
a foul, evil creature
after killing it in battle? I didn't think so!)
Hack also had no real "safety zone," where
your character could escape the dungeon
to take a breather and gather his wits.
Equally frustrating was that there was no
place to exit to automatically find shops,
banks and other businesses an adventurer
needs in order to better attain his long-
term goal.
These are some of the reasons why
when the adventure game Larn (also port-
ed from the Unix world) first appeared for
the Amiga, a lot of barbarians who just
happened to own Amigas dragged out the
of drinking horn to celebrate the occasion!
Although Larn was of the same fantasy
role-playing adventure game genre, it dif-
fered in many ways from Hack. First of
all, in addition to Larn's two dungeons (a
54 AUGUST 1988
standard dungeon and a very deadly one
which is designed especially for those
Larn characters who are quickly ap-
proaching demi-god status) Larn has a
surface world. On the surface world is a
bank, a college, a couple of shops and
Pacman87 gave Amiga users
a good PD arcade game to
play while they waited for the
flood of games for the Amiga
500 to start rolling in.
more. And naturally your character starts
his adventuring life here, with a little
time to prepare before entering his first
life-or-death battle. A Larn character does
not have to worry about eating. He does
have a time limit to his adventure, so he
can't exactly decide to take the day off. but
at least you don't have to constantly worry
about where your character will get his
next meal in order to stay alive.
Probably the best thing about Larn is
that (unlike Hack), most mere mortals
stand a decent chance of actually winning
the game. So if you're a real D&D addict
and are looking for an adventure game
that is truly addicting yet is not sadistic,
Larn is your cup of tea. And if you finish it
a bit too quickly for your tastes, you still
can enjoy Hack, the game best known for
devouring summer vacations.
Bronze Medal: Grav Attack by Scott
Peterson (AmigaZone file #9205;
Shareware: $10)
If you want a good Amiga shareware ar-
cade game that doesn't remind you of any-
thing you've seen before, check out Grav-
Attack which is in a world of its own. At
first it may remind you of another game
in the Lunar Lander genre, but it certain-
ly isn't. Although you do have to pilot a
ship around varying terrain, that's about
the only similarity to Lunar Lander-type
games.
The goal of each level (there are 17 lev-
els, and after many hours of playing 1
didn't get past level seven) is to catch six
keys that are spinning in different loca-
tions while avoiding most terrain features
as well as the many laser cannons that
are always firing. Although gravity is in-
deed a factor, is it not a constant. It can
vary from zero to a very steep accelera-
tion, keeping you on your toes. There are
many objects to navigate around, but not
all will destroy your ship if you touch
them. Certain planets and other terrain
objects have the consistency of rubber,
causing your ship to harmlessly bounce
off the surface. Like Lunar Lander-type
games you do have a limited fuel supply.
But in GravAttack earning fuel, points
and extra ships is complicated. There are
many different bonuses (each of which has
its own unique set of conditions which
must be met) which can be earned on each
level. Some bonuses are "universal" and
can be earned on any level, while others
Hall of Fame
There are two very important public do-
main programs that deserve special recog-
nition despite their age. So let me intro-
duce the Amiga Public Domain Hall of
Fame with its first two inductees. The
Amiga PD Hall of Fame will permanently
enshrine programs that have withstood
the test of time to prove to be not just
great PD programs, but in some cases
prime examples of what the Amiga can
do. These programs have single-handedly
brought to light new features or possibili-
ties to the Amiga community that were
previously non-existent. Here are the first
two entries into the Amiga PD Hall of
Fame:
ASDG-RRD by Perry Kivolowitz and
ASDG Inc. (Fish 58; Shareware: $10)
We all know that the Amiga, being a
multitasking machine, is susceptible to a
poorly written program trashing the en-
tire multitasking environment. Especially
back in 1986, during the days of Kick-
start/Workbench version 1.1, Guru Medi-
are only active on a certain level.
The graphics and particularly the digi-
tized sounds help to keep the game inter-
esting. Although the pace isn't quite as fu-
rious as PacMan87, GravAttack is just as
challenging an arcade game.
Honorable Mention: Missile Defense by
Glen Merriman (Fish 50)
Missile Defense certainly doesn't sport
the fancy graphics of PacMan87 nor the
j complexity of GravAttack, but it blows
away both games in one aspect — speed.
Missile Defense is programed in 100 per-
cent assembly language, and as a result it
is blindly fast. While you usually wouldn't
want to multitask with most games, you
may find you have to run other programs
with Missile Defense in order to slow it
down enough to give yourself a fighting
chance. Missile Defense also sports great
digitized sounds, including its infamous
opening scream which is guaranteed to
distract you enough to make you do terri-
bly in your first couple of games!
; Terminal Programs
j Gold Medal: AMIC PD TERM by David
| Salas (AmigaZone file #9296)
AMIC PD TERM has become the de-
| fault PD general purpose terminal pro-
gram for Amiga power users. AMlC PD
TERM was the first PD terminal program
to bring many important features to the
tations appeared regularly for most
Amiga users. While Commodore was still
working on KickstarfWorkbench 1.2, us-
! ers managed as best they could.
The ASDG-RRD was the first Amiga
PD program (actually more like the first
Amiga program — PE lor commercial), that
tried to help users cope with Guru Medita-
tions. It didn't stop the Guru, but it did al-
low people to recover much more quickly
and get back to whatever they were using
before the crash. It also allowed people to
greatly reduce the chance of losing work
to the Guru. As long as one made a habit
of saving projects to the RRD frequently
(which unlike saving to a floppy disk was
very quick and therefore relatively pain-
less), there was no need to worry about los-
ing the latest revisions on a project due to
a Guru.
The ASDG-RRD also increased aware-
ness concerning using memory as a disk
device. Of course, Commodore did have a
RAMdisk device present in Workbench
(The 1.1 version of the RAMdisk had
bugs, but at least it worked), but it was
barely mentioned in the documentation.
56 AUGUST 1988
Amiga telecommunicating community.
AMC PD TERM introduced autodial-
AMICPD TERM has become
the default PD general
purpose terminal program for
Amiga power users.
ing that was actually convenient to use.
AMIC PD TERM was the first to bring an
advanced protocol, in this case Ymodem,
to Amiga users. The program also pio-
neered the use of gadgets is a serious way,
including the introduction of a Sidebar, in
which commands can be activated by just
clicking on a gadget.
It also introduced a separate configura-
tion file that allowed the user to set many
parameters before the program was actu-
ally loaded in. One of the parameters that
could be denned was the number of bit
planes AMIC PD TERM would use for its
display. This allowed those who didn't care
about many fancy colors in the display to
cut down the number of bit planes allocat-
ed in order to speed up the display (as well
as to save memory for those who can't af-
ford to waste it). The configuration file
also allowed you to assign paths to the di-
rectories which AMIC PD TERM would
Since many people bought expansion
memory in 1986 and early 1987, but very
few owned a hard drive yet, knowing how
to use a RAMdisk made life a lot easier.
The ASDG-RRD stills hold the title of
Amiga shareware program with the larg-
est number of registered users, which con-
firms its widespread use by Amiga users
everywhere, as well as its right to be en-
shrined in the Amiga PD Hall of Fame.
Juggler by Eric Graham (Fish 97)
Although the Amiga can be used for
nearly any purpose, clearly it is still pri-
marily thought of as a graphics machine.
And when it comes to demoing the Amiga
to a new user, most Amiga users aren't ex-
actly waiting with anticipation to show to
their friends the latest spreadsheet. {HI
show you some great business programs
later, but first . . .!) And until December
1986, I'm sure most of you were dragging
out the world-famous Boing! demo while
cranking your stereo up (you do have your
Amiga hooked up to your stereo, right?).
But in December 1986 the Boing! demo
was forever replaced by a new animation
upload from and download to.
Although AMIC PD TERM still doesn't
fully support ANSI screen commands, at
least it does allow use of alternate charac-
ter sets, namely the IBM character set.
This is very important since although
most MS-DOS-based BBS programs allow
the caller to disable any ANSI commands,
most will not allow the caller to disable
the IBM graphic characters from being
displayed.
Since the parent company behind
AMIC PD TERM, Amic Development,
has now moved the program into the com-
from a newcomer to the Amiga PD scene,
Eric Graham. Wow, what a way to enter
the Amiga PD arena! In that month
Amiga users were not only dazzled by a
"round" little figure who probably would
fit right in with a circus show, but we were
also introduced to two new concepts.
First of all, Juggler was the first anima- '
tion to use the Amiga's Hold and Modify
(HAM) graphics mode. Although the ma- '
jority of Amiga users at the time had al-
ready been introduced to HAM graphics
(primarily via the first demo HAM pic-
tures produced with the yet unreleased
HAM digitizer DigiView and Commo-
dore's first and only arcade game for the
Amiga, Mindwalker), HAM graphics and
animations were basically considered mu- -,
tually exclusive until Juggler appeared.
Juggler also introduced Amiga users to
producing graphic images via ray-tracing.
The vast majority of computer users at
the time had never heard of ray-tracing.
(Until the Amiga came along, ray-tracing
was only practical on graphics worksta-
tions from the likes of Sun and Apollo.)
Juggler gave an astonishing example of
mercial field, we will no longer see any
new versions (the last PD version being
version .58E) to AMIC PD TERM in the
public domain. Nevertheless, AMIC still
sets the standard for a full-featured PD
general-purpose terminal program for
other programmers to meet or exceed.
Silver Medal: Communicator by Dan
James (Fish 71)
There are two reasons why I am giving
an award to Communicator. The first and
more obvious reason is that in early 1987,
Continued on page 91
how to exploit the potential of HAM mode
via ray-tracing.
Of course, what may be more important
(at least in terms of Amiga CPU sales)
was the Juggler's impact on the general
computer world. Juggler has been shown
on computer shows and has even been
seen on no less than MTV (in a Tom Petty
video). If imitation is the sincerest form of
flattery, then Juggler has earned deep re-
spect from those who use other computers.
But unlike the Boing! demo, which wasn't
totally impossible for other computers to
imitate (at least in the graphics depart-
ment), Juggler jumped light-years ahead
of what most computers can output with
their hardware.
Juggler will always be remembered
dearly in the hearts of Amigans every-
where, even into the 1990s when Amiga
hackers with money will be having fun us-
ing new operating systems on their
680XX-based Amiga and Amiga arcade
games using HalfBrite and HAM modes
are commonplace. I don't think there's
any question that this demo belongs in
the Amiga PD Hall of Fame!
COMMODORE MAGAZINE 57
by John Jermaine
roy Lyndon:
T^ejeruler of tne
The microcomputer software
industry has undergone an
interesting evolution. It started
out as a small collection of ' 'spare
bedroom" operations, which later
evolved into multi-million dollar
international corporations. One
Commodore 64 game programmer
has seen these changes take place
while actively contributing to the
growth of the industry. You might
recognize some of the game titles
he has worked on: Snokie, Mr.
Do, Two-on-Two Basketball, Star
Rank Boxing, Howard The Duck,
Defender of The Crown, Speed
Rumbler, Hat Trick, etc. His
name, however is probably
unknown. Here is the story of
Troy Lyndon.
Troy Lyndon
Lyndon is a 23-year-old southern Cali-
fomian. He's been married to his wife
Carol for 2 Vi years, and they are the
proud parents a seven-month-old son.
Troy's interests include robotics, radio con-
trol and playing the keyboard (he once
performed with a local band called Third
Planet).
Why does Troy Lyndon continue to de-
velop Commodore 64 software? The an-
swer is really very simple. The 64 is his fa-
vorite home computer, and he thinks it's
going to be around for a long time. If
you're interested in arcade games and
sports simulation software, read on.
John Jermaine: How did you become in-
terested in computers?
Troy Lyndon: Back in 1978, my father
brought home a Radio Shack TRS-80
Model One computer, I was 13 years old at
the time and totally intrigued with my
new toy. After all, there weren't many mi-
crocomputers in private homes back then.
I quickly began programming in BASIC
and mastered the language a couple of
years later.
Several friends of mine at the time con-
vinced me to start working with Assembly
Language. They claimed it really wasn't
very hard to learn. My father, on the other
hand, was against the whole idea. He
knew Assembly Language was a pain the
butt for most adults (and I was still just a
teenager). Dad also feared Fd be racking
my brain and might lose interest in pro-
gramming altogether. Fortunately, that
was not the case. I still wonder if he was
genuinely concerned or simply challeng-
ing me to learn Assembly Language on
my own.
By 1982 David Jennings (one of my lo-
cal computer friends) and I were busy
writing a collection of BASIC program-
ming aids (in Z-80 Assembly Language).
Jermaine: What inspired you to become a
professional game programmer?
Lyndon: After co-developing utilities for a
while, I wanted to do something totally
different on my own. This was also the
time when the Gahxian coin-op machine
came out. It quickly swallowed a number
of my quarters and got me to thinking
there might be a market for microcom-
puter action games. Space Voyager, my
first game project, took approximately
seven months to develop. I really learned
a lot from that experience, because it was
my first serious attempt to do Assembly
Language programming (by myself).
After Space Voyager was completed, I
wrote Great Wave in 30 days, and Space
Quest (my third game) required another
60 days of work. It's interesting to note
that all three programs shared the same
source code, but every game was com-
pletely different from the others.
I eventually sold these programs to
CLoad Magazine, but before the deal was
made I submitted them to a company
called Funsoft (now known as MainStay).
They were in the process of leaving the
TRS-80 software market, so Tom Nale-
vanko (the president of the company)
asked me to develop a Commodore 64
game. I told him I couldn't do it, because I
had never worked with 6502 Assembly
Language before, and I didn't own a Com-
modore 64 to do it on. After checking
around, I managed to locate another
friend (Scott Maxwell) who had the com-
puter and offered to co-author a 64 conver-
sion with me. Scott actually did most of
the Time Runner programming, while I
helped him along and learned from the
experience. A short time later, I created
my own 64 conversions of Snokie and Flak
for Funsoft.
While all of this was going on, two im-
portant people came into my life. Yves
Lempereur wrote the Atari 800 version of
Snokie, an action graphic game featuring
COMMODORE MAGAZINE 59
a cute little penguin moving across a
treacherous ice flow. As I generated the
Commodore version of the game, he
helped me solve a number of difficult
problems. Every now and then I still ask
Yves for advice, because he's a good friend
and an excellent programmer. I also met
John Cutter during this period of time
(even though he didn't work at Funsoft).
John taught me quite a bit about game
designing in general, which came in
handy when we worked together at
Gamestar.
Just when things seemed to be going
right, my boss gave me some terrible
news: Funsoft was going to support the
Macintosh computer. This meant they
wouldn't have anything for me to do.
After thinking things over, I negotiated a
deal (with Tom Nalevanko) to rent my old
office. This arrangement gave me a decent
place to program, even though I never de-
veloped material for Funsoft again.
Jermaine: How did you become involved
with Datasoft?
We will always do games as
long as loyal customers enjoy
entertainment products.
Lyndon: A few years back, John Garcia
{the man in charge of Datasoft's develop-
ment team back then) offered me a full-
time position. At the time I couldn't accept
the job, since I was still attending school.
Once I was free, I hit him up for a job.
Jermaine: Tell me about your Datasoft
career.
Lyndon: First of all, I never actually be-
came a salaried employee of Datasoft. A
contract was drawn up and had to be
signed before I officially started a project.
My first assignment consisted of finishing
up their Lost Tomb program. Believe it or
not, I corrected over 50 "bugs" (in the
game) during a two- week period. This feat
apparently impressed somebody at the
company, because they quickly signed me
up to program the game Mr. Do (the day I
completed Lost Tomb).
Someone recently asked me if I could
extract source code from the average coin-
op arcade machine and use that material
to produce a 64 conversion of the game.
Yes, it is physically possible to do such a
thing, but it usually isn't the fastest way
of getting the job done. In Mr. Do, for ex-
ample, we disassembled the arcade game
■
code (to observe how the bad guys attack
you on the screen). We called this enemy
strategy the "shortest path routine," be-
cause the bad guys are always taking the
shortest path to your present location. We
carefully examined that portion of the
code, figured out how it worked, and re-
wrote the same routine (in our own way)
on the computer. By the way, I was very
pleased with the end result. We occasion-
ally write graphic conversion utilities
which allow us to use some of the coin-op
artwork. Even though this can be done,
approximately 75% of our graphics are
still generated from scratch.
Mr. Do also had the ability to move up
to 20 objects around the screen at any giv-
en moment. It was one of the first home
computer games featuring character ani-
mation in conjunction with sprite anima-
tion. This is no big deal today, but four
years ago that technology was really
something special. When all was said and
done, it took me approximately six
months to generate the Mr. Do arcade
game conversion. Incidentally, Mr. Do was
my final Datasoft project.
Jermaine: What happened after that?
Lyndon: Several days went by before
John Cutter introduced me to Scott Orr
(president of Gamestar). He seemed to be
a great guy, who had gathered together an
incredible group of talented individuals.
These people included Ed Ringler and
John Cutter. Ed Ringler was very ambi-
tious, and he shared his enthusiasm with
the people around him. John Cutter was
the mellow, level-headed member of the
team. He was a good programmer who did
a variety of things very well (game design
was his specialty).
I really wanted to become a part of this
group and joined its ranks when a pro-
grammer left the company. By the way,
the Gamestar working environment was
totally different from anything I'd exper-
ienced before. I was dealing with profes-
sional people who demanded perfection
and wanted the game out tomorrow, so to
speak. They also gave me impractical
deadlines to meet, forcing me to do quality
work at a faster rate of speed. I didn't
know it at the time, but every experience I
had at Gamestar prepared me for running
my own company.
Jermaine: Can you give me some infor-
mation about Star Rank Boxing?
Lyndon: Star Rank Boxing contains an
unusual opponent strategy you won't find
in other games. Someone read a magazine
article where 1,000 people were given a
particular partem of numbers. A moment
later, they were asked to repeat the se-
quence to the person conducting the test.
After giving each person the same set of
tests, a significant percentage of the group
couldn't repeat one or two of the se-
quences. It was automatically assumed
these number patterns were the most un-
predictable, so we incorporated them into
the computer logic of the boxing opponent.
Scott Orr, John Cutter and myself spent
many hours perfecting this component of
the game, and I have to say it operates
very well. Star Rank Boxing is still a big
seller, even though it's been on the market
for about three years. (It's now marketed
under Activision's Solid Gold label.)
Before we go any farther, I'd like to dis-
cuss the difference between artificial and
programmed intelligence. Programmers
are constantly bragging about the artift-
Street Fighter, Troy's all-time favorite game.
60 AUGUST 1988
rial intelligence in their games, when
meet of the time they should be calling it
"programmed" intelligence. If the compute
er has true "artificial intelligence," it
learns indefinitely by itself forever. A
complex testing operation of this nature
also requires a vast amount of memory.
'"Programmed intelligence" simulates hu-
man reasoning by performing a task in a
logical manner. This pattern of intelli-
gence is generated from a flow chart of if-
then-else statements. If the baseball play-
er catches the ball, then he throws it to
one of his teammates. The computer rea-
sons in much the same manner. It can't
think about how to react to a given situa-
tion, unless that factor was programmed
in.
Jermaine: Tell me about Two-on-Two
Basketball.
Lyndon: Twoon-Two Basketball was a
fun collaboration with Scott On- and John
Cutter (even though we argued about it
most of the time). That high-pressure en-
vironment was actually beneficial, be-
cause we got the job done in five months.
The sprite animation data originally occu-
pied 40K of memory. We were eventually
able to compress that code to approxi-
mately 24K. One of the biggest problems
we faced was getting the joystick to oper-
ate correctly. If I had it to do over again,
Td definitely improve the computer logic
of the game. In certain situations, your op-
ponent or teammate doesn't act as smart
as he should.
Jermaine: What are the most difficult
sports to simulate in a microcomputer en-
vironment?
Lyndon: Now I don't know this for a fact,
but football and soccer would probably be
two of the toughest ones. Both of these
sports contain a large number of players,
giving the programmer a complex set of
variables to work with. A means of mani-
pulating those players correctly can also
present some interesting problems.
Jermaine: Why did Gamestar develop
Howard The Duck, a program that had
nothing to do with sports?
Lyndon: That's a good question. I guess
you could say we became obsessed with
the idea of doing something spectacular
on the computer. George Lucas was the
Executive Producer and the directors were
involved in the making of American Graf-
fiti. We assumed Howard would be a big
hit based on the people involved. After all,
The support of my friends
and my belief in myself
finally convinced me I could
get any job I really wanted.
Lucas had created box office giants like
Star Wars, Raiders of The Lost Ark, etc.,
and his track record was impeccable. I
personally wanted to do the program, be-
cause I thought it would be our claim to
fame. Scott Orr also liked the idea, so he
worked out the details to do the game for
Activision.
It's interesting to note that none of us
actually saw the movie until about a
month before the game was completed.
Lucasfilm Ltd. provided a series of slides
from the film, which were used to gener-
ate the graphics of the program. They also
told us the basic story of the movie. After
talking things over, we decided to make
our program a direct sequel to the film.
We didn't think the movie plot would be
well suited for a game. Even though I
didn't make many initial decisions, when
it came to designing the product, I still
feel somewhat responsible for this ill-fated
project. By the way, we had to develop
Howard The Duck during a four-month
cycle (when most of our game projects re-
quire a minimum of six to nine month's
work). In short, everything was done in a
hurry, and I believe the game suffered be-
cause of this tight scheduling.
Jermaine: A moment ago you mentioned
Activision. What is the relationship be-
tween Gamestar and Activision?
Lyndon: When I first came to Gamestar,
it was independently owned and located in
Santa Barbara, California. In January
1986, Activision purchased Gamestar.
After the merger took place, everything
was fine for about a year. In December of
1986, Activision announced it was closing
down the Santa Barbara office and mov-
ing Gamestar to its corporate headquar-
ters. Harold Seeley and I remained be-
hind, because we didn't want to relocate to
northern California. Keith and Scott Orr
were offered positions at Activision, where
they continued to carry on the Gamestar
tradition. On January 1, 1987, 1 was once
again without a job.
Jermaine: When and how was Lyndon
and Associates founded?
Lyndon: Believe it or not, the company
was almost never founded. I wasn't sure
what I wanted to do after Gamestar left
the area, so I went to the January Con-
sumer Electronics Show (in Las Vegas) to
look for new opportunities. It's funny, but
most of the people I talked with thought I
should be doing my own thing. After
thinking things over, I suddenly realized
Fd never truly been out of a job. The sup-
port of my friends and my belief in myself
finally convinced me I could get any job I
really wanted to do.
Selecting a good name for my company
was another problem altogether. One of
the first titles I considered was Grey Mat-
ter (like the material in the brain). I also
liked the name Discovery Software, but
unfortunately that title was already tak-
en. When all was said and done, I chose
Lyndon and Associates because it was
simple and to the point. The company was
founded in January of 1987 (and incorpo-
rated in May of 1987). In the beginning I
was by myself, but other people gradually
came into the fold. We recently changed
the name of the company to Pacific
Dataworks International. I felt the title
best described more of what we do and less
ofwhoweare.
Jermaine: Can you tell me more about
Pacific Dataworks International and your
plans for the future.
Lyndon: Pacific Dataworks International
is currently a small, prospering business
about to take the entertainment develop-
ment industry by storm. When I started
the company out of my condo in January
1987, we invaded two of three bedrooms.
My wife thought it would be a good time
to move into office space,
Since that time we have expanded to 12
employees and are growing slowly but
surely. Our large in-house and very exten-
sive out-of-house staff, have catapulted us
to being one of the largest entertainment
development companies in the country.
I think the most contributing factors to
our success have been, first, our commit-
ment to quality and second, the simple
principal that all people want the same
Continued on page 100
COMMODORE MAGAZINE 61
PUMPING GEOS
by Mark Jordan
BeckerBASIC
At last I've had a chance to spend time
with BeckerBASIC, the first BASIC
language available for GEOS. The best
way to check out a car is to drive it, and
the best way to check out a programming
language is to write a program using it.
Which is exactly what I did. Now come
along for a scenic tour with me, your
guide, telling all.
Computer Commodore 64
Publisher: Abacus Software
5370 52nd St. SE
Grand Rapids, MI 49508
Price: $49.95
Getting Used to BeckerBASIC
BeckerBASIC takes some getting used
to, particularly if you've done much pro-
gramming in the Commodore 64 or 128
environment. The biggest adjustment
you're going to have to make is that no
longer can you simply type out some pro-
gram lines, type RUN, and see what hap-
pens. You now will have to do your typing
in one mode— called the Input System—
and do your testing in another — the Test-
ing System.
To make matters even more confusing,
if you want to be able to simply double-
click your program icons just like you do
with other GEOS applications, you'll need
to convert your program using a program
that comes with BeckerBASIC.
None of this is particularly hard to do,
just different. And, I regret to add, incon-
venient. It takes about nine seconds to
switch from input to testing, not much
when compared to gigantic time events
such as glacial periods and years between
Chicago Cubs pennants, but quite signifi-
cant in the program development time
frame. If you're like me, when you find a
bug you want to type RUN and verify its
death. And if you're like me it usually
takes about 17 "Aha, this time I've got it"s
before the obituary can be written. Now
17 times 18 equals 306 seconds or five
minutes of just sitting staring at the mon-
itor. Multiply that times 74 million {be-
cause that's how many bugs are in the
average program during development),
and you're getting up there with glacial
periods.
Why did the developers of BeckerBA-
SIC strap us with this three-mode system?
Because what BeckerBASIC does is a
whopping big amount of work for a 64K
EDSWK
computer. It keeps GEOS in memory. It
has to keep itself in memory. And it needs
to keep your program in memory.
To juggle these three balls you need to
do some sleight of hand. BeckerB ASIC's
trick is simply to put only the elements of
the system that are germane to the task
at hand into memory. Thus, to input your
program, only those BeckerBASIC com-
mands that are related to screen editing
and program development are used, leav-
ing you with enough space to create a fair-
ly big program.
How much is that? If you don't use the
hi-res screen you'll have about 24K for de-
velopment and another 20K of memory
scattered about. If you decide to use the
hi-res screen (or drop-down menus GEOS-
style) you can deduct 8K from that.
The inconvenience is simply a price
that has to be paid to get a first-class high-
level language for GEOS. Is it worth it?
Yep. BeckerBASIC gives you a whop-
ping big 273 commands to work with. And
many of these are as up-to-date as you can
get. Lots of programming aids are avail-
able, structured programming is support-
ed, sound and graphics commands are
easy and extensive, a whole gob of disk
commands are at your disposal, better
methods of input and output are includ-
ed . . .it's a true BASIC programmer's bo-
nanza. My favorite feature is the ability to
use labels instead of line numbers. Now
instead of GOTO 1000 you can type
GOTO "SPRITES'' or whatever.
The commands are very easy to learn,
particularly if you're coming over from
BASIC 7.0 on the 128. However, you will
do a lot of page-flipping as you go on your
maiden voyage with BeckerBASIC. (In-
teresting side note: the program allows
you to change the names of any and all
commands to suit your preference. I will
not do so in this or future columns, be-
cause it would create confusion. But it is a
nice feature.)
Oh, by the way, although it has been ad-
vertised as a GEOS utility, BeckerBASIC
stands solid on its own as an extended
BASIC. You don't have to have GEOS to
use it.
Diving In
Well, we're not quite ready to dive in
yet. First, a word about the actual process
of typing programs in with BeckerBASIC.
To start, double-click the INPUT SYS-
TEM icon. Then edit exactly the same as
if you were typing in a Commodore 64 pro-
gram.
Save it before running it (this is cru-
cial). To run it, press the COMMODORE
key and the CTRL key simultaneously
then follow the prompts.
When you're sure you've got it up and
running properly, return to the Input
mode and save it again, and then go back
to the GEOS desktop, double-click the
CONVERTER icon, and follow the
prompts. This will make your program
"click-able."
You can also distribute your program to
folks who don't happen to have BeckerBA-
SIC. You simply must include the Run-
Only-System module on the same disk.
This is legal. However, giving away other
modules is not.
The program that we will cover is a use-
ful one to type in. It will show you the 45
fill patterns that are available for graph-
ics as well as demonstrate the use of drop-
down menus. However, if you're not the
type-in type or you don't own BeckerBA-
SIC yet, just read the article. It should
give you an idea of what BeckerBASIC is
all about.
Now, Diving In
-10 GEOSONHRDEL
GEOSON turns on the hi-res mode.
HRDEL then clears the hi-res screen.
- 20 DLOADM "FILL.MEN"
This line loads in the data for our drop-
down menu, lb create this data you need
to use a program on the BeckerBASIC
disk called "Drop-down Menu Construc-
tion Set." See the sidebar for an explana-
tion of how to use it (You must read the
sidebar and type in the info there to get
this demo to work. ) I named my drop-
62 AUGUST 1988
Pumping Geos/BeckerBASIC
down menu "fill. men".
BeckerBASIC has two main types of
loads: one is for data, the other for pro-
grams. The "M" in DLOADM indicates
data is being loaded.
As mentioned above, there are many
other disk options like the ability to load
and run a program (DRLOAD), ability to
save selected lines, and many more.
— 30GD = 14:PT=5
These two variables are for color selec-
tion. GD will be for background color, PT
for foreground.
— 40 HRPKINT 84,7,"PRESS BUTTON
FOR MENU OPTIONS" + CHR$(0)
This is your text command for hi-res
printing. The first number (84) is the hori-
zontal starting pixel, and the second (7) is
the vertical. Please note: If you use a ver-
tical starting point less than six the text
won't print. This is not documented in the
manual. Also note: a CHR$(0) must ter-
minate all hi-res text commands. This is
documented.
— 50 FORT = 0TO4:FORI = 0TO8
These two FOR/NEXT loops are going
to print five rows (the T loop) of boxes,
nine boxes to a row (the I loop). Nothing
new here.
— 60 : HRBOX 1*30 + 26,T*36 + 20,
Using the Drop-Down Menu
Construction Set
It isn't difficult at all to create drop-
down menus with BeckerBASIC. Simply
double-click the icon from your GEOS
desktop. By following the prompts you
should be able to design your menus
quickly.
Still, a few tips are in order:
1. The manual never states how wide
(in terms of pixels) each menu item is.
They are 14 pixels each. Therefore, if you
are going to use four items in your menu,
you'll need a bottom Y value that is 56
pixels greater than your top Y value.
2. A quirk you should be aware of oc-
curs when you type in the text for your
menu items. If you have any items more
than 10 characters in length when you
type the next item, the typing area only
clears out the first ten characters. Use the
spacebar to clear them out.
I*30 + 51,T*36+41,T*9+I
Don't let this one scare you. All those
numbers are merely to get our graphic
patterns in the proper position on the
screen. HRBOX means hi-res box. You'll
3. The program allows you to test your
menus. That's good. But if you've designed
any sub-menus, you may want to get back
to the main menu after you've clicked into
a sub-menu. To exit the sub-menu safely,
just move the pointer up.
4. Another thing to beware of: after
you're done building your menus, you'll be
given an opportunity to review the data or
to save it. If you want to recall the num-
bers and text you've input, don't choose
save. Instead, go back through the process
and write down your data.
Why would you want to do that? Well, if
you want to publish a program in a maga-
zine you'll need to tell your user what data
he needs to type in when using the menu
construction set. For this article, input the
following as the prompts ask for them:
24000,4,1,10,0,95,56
Foreground color.Background color, In-
vert screen, Quit
NIN^,Yt2,l,45,46,100,74
Breakjtesktop
discover this isn't exactly a box. It's a fill
pattern. The last number on this long
string— T*9 + 1— tells the computer which
fill pattern to use (there are 45 choices).
Therefore, the first time through the loop
. THE WORLD OF ^
1 COMMODORE V
USA
The largest and most successful
Commodore show in the World is making
its American debut in Philadelphia,
November 3-6, 1988.
The World of Commodore is a showcase
of all that's new and innovative in
microcomputers.
Hundreds of exhibitors from all over
the world will be demonstrating and
counselling you on the latest software,
accessories and peripherals for your
present or future Commodore computer.
Many manufacturers, distributors and
retailers participating in the World of
Commodore will be clearing out millions
of dollars worth of inventory at the
show — this can translate into big savings
for you.
Don't miss this once-a-year opportunity
to shop for incredible bargains and inves-
tigate the many new product introductions.
Plan to be part of the biggest Commodore
event ever to be presented in America!
Exhibitors phone or fax today to
find out how you can take part in
the World's largest Commodore
Show,
For information contact:
The Hunter Group
(416) 595-5906 Fax (416) 595-5093
i'KlllH TED IN .ASSOCIATION WITH
COMMODORE Bl'SISESS MACHINES
C
<*>
*2m
*
&%k
c
\
<^
Sk
■
«^£
»
^^<i
*s
limping Geos/BeckerBASIC
we will get pattern 0 because T will equal
0 and so will I icheck line 50).
— 70 : HRFRAME 1*30 + 26,T*36 + 20,
1*30 + 51,T*36+ 41,256
Look familiar? It should. It's almost ex-
actly the same as line 60 with these two
exceptions: 1) The command is now
HRFRAME instead of HRBOX. This will
frame our boxes. And the last number —
255 — will cause the frame to print with a
solid line. Had we chosen any other num-
ber, we would have created a dotted (or
dashed) frame.
For example, the number 170 in binary
is 10101010. If we used 170 for the last
number on the frame command we'd have
gotten a dotted frame. This technique also
applies to drawing lines.
— 80 HRPRINT 1*30 + 30,T*36 + 49,
STR$(T*9+D+CHR${0l
Another hi-res text line. What it does is
place the number of the pattern we are
looking at (T*9+I) beneath each filled
frame.
-90NEXTNEXT
'Nough said.
— 100 "MENU"
Ah, here's one of those beautiful labels I
was talking about. It must be enclosed in
quotes, but it doesn't have to be on a line
by itself. If we ever decide to GOTO 100
we will just make it GOTO "MENU". This
is better: This is the beginning of the
main program loop.
- 110 WAJTKEYA:GETA$
Commodore 64 programmers will be
happy for some of the improved input
commands. Commodore 128 users may
wish they had some of their 7.0 specialties
(like GETKEY). At any rate, the first
command causes the computer to wait un-
til a key is pressed, and the second then
takes whatever was pressed and calls it
A$.
— 120 PDMENU 24095:HRGDCOL GD:
HRPTCOLPT
The PDMENU command transfers con-
trol away from us and into GEOS. Your
mouse pointer comes alive and lets you
point and click just as if it were a real
GEOS application. You must follow
PDMENU with the address of your drop-
down menu but that's no sweat . . . when
you use the drop-down menu construction
set it'll tell vou the number you need here.
I added tie HRGDCOL (background
color) and HRPTCOL (foreground color)
because during each menu call, the colors
get switched to the Desktop colors. There
may be a way around this, but I haven't
discovered it yet.
— 130 Ml =MENUCODE(0):M2 =
MENUCODE(l)
After you return from a menu call,
you'll want to know what was selected.
MENUCODE(O) tells you the main menu
selection. MENUCODE(l) tells the sub-
menu selection. For example, if the user
selected the second item on the main
menu and the third item of a sub-menu,
Ml would equal 2 alter line 130 executes
and M2 would equal 3.
— 140 IF Ml = 4 THEN POPIF: GOTO
"DESK":ENDIF
Whoa! Is this an IF/THEN statement?
Yes. It's a typical structured IF/THEN
statement, and I don't mind telling you
that I hate them. Give me the old IF
Ml = 4 THEN XXX any day. Becker-
BASIC doesn't allow you to do this. You
cannot follow THEN with a GOTO (or a
line number) unless you use the POPIF
statement. Don't ask me why; I'm sure
they have their reasons.
Also, all IF/THENs must be concluded
with an ENDIF, another source of irrita-
tion to me. It's true, this can be quite
handy because you can include several
lines between the IF/THEN and the EN-
DIF. But why not allow the simple one-
line IF/THEN for those hundreds of cases
when that's all you want to do?
Oh well.
-150 ON M2 GOSUB "FOREGROUND",
"BACKGROUND", "INVERT'
So line 140 makes me mad. Line 150
makes me very happy. This is the up side
of structured programming: labels. It isn't
hard to guess that if M2 equals 1 (item 1
was selected) we'll go to a subroutine hav-
ing to do with foreground colors. And if
M2 equals 2 then it's off to a "BACK-
GROUND" subroutine.
By the way, if you, like many, don't un-
derstand how to use the ON/GOSUB
statement, it's definitely worth poring
over your user's manual, especially if you
plan to do much programming with
menus.
- 160 GOTO "MENU'
Without labels this would've read
GOTO 100. This line completes the main
program loop.
Maybe nows a good time to mention
that the renumbering utility that's built
into the input system doesn't work for
GOTOs that have a line number as its ar-
gument. So take my advice and just use
labels. And while Fm on the subject, you'll
be happy to find out that you can use cal-
culated GOTOs. In other words, a line like
this: GOTO A*15+3 is acceptable.
- 170 "FOREGROUND"
Another label.
— 180PT=(PT-fl)AND15
This just allows you to cycle the vari-
able PT from 0 to 15. Since PT is used to
determine foreground color, 0 to 15 makes
sense (0 is black, 1 white, etc.).
-190 HRPTCOLPT
So let's change the hi-res foreground col-
or to PT.
-200 RETURN
-210 "BACKGROUND"
This is the "BACKGROUND" subrou-
tine I was telling you about.
— 220GD = (GD + 1)AND15
This does the same thing to GD that
180 did to PT.
—230 HRGDCOL GD
And this does the same thing to the
background color of your hi-res screen
that line 190 did to the foreground color.
-240 RETURN
— 250 'TNVEKT
Another label for another subroutine.
-260HRINV
This command inverts the entire hi-res
screen. All the off pixels go on, all the on
pixels go off.
- 270 RETURN
- 280 "DESK"
The last subroutine label.
- 290 IF M2 = 1 THEN STOPENDIF
If sub-menu item 1 on the last menu
item was selected, we will stop the pro-
gram.
— 300 DESKTOP
Here's a nice, finishing touch. DESK-
TOP returns you to the GEOS desktop.
Very professionally.
Closing Thoughts
We have certainly just scratched the
surface of BeckerBASIC here. In an up-
coming column I'll publish some tips on
how to really motor with BeckerBASIC.
Owners of geo Write Workshop 128: if
you've been unable to install your pro-
gram and if you have a 1571 disk drive,
the problem is easily solved by simply
clicking the configuration icon and chang-
ing the drive to 1541. You can change it
back after the program is installed. This
one puzzled me for a long time.
Last note: Human beings love to learn
new things . . . until they think they've
mastered something. Then they fear and
dread learning new things. When most of
us got our computers we went on a team-
ing tear and wasn't it fun? You bet. Then
we got secure in our knowledge and
stopped learning. Last month I reported
that geoPublish re-kindled the learning
spirit in me. This month, BeckerBASIC
did the same.
Get off your haunches. Learn, baby,
learn. It's fun. fl
64 AUGUST 1988
OUTSIDE USA— am
(718)692-0071
FOR CUSTOMER SERVICE
Call Mo n-Fri: 9:30a m-5pm
(718)692-1148
Warehouse address: 33 34th Street, Brooklyn, N.Y. 11232
FOR ORDERS & INFORMATION
CALL TOLL FREE
18007596565
COMMODORE
AUGUST/88
OR WRITE TO:
Montgomery Grant
P.O. Box 58 Brooklyn.NY 11230
FAX NO. 2125641497
TELEX NO. 4221 32HMOLLER
OPEN 7 DAYS A WEEK FOR ORDERS: Monday-Friday 9:00 am-8pm/Saturday & Sunday 9:30am-6pm (EOT)
NO SURCHARGE FOR CREDIT CARD ORDERS / WE INVITE CORPORATE & EDUCATIONAL CUSTOMERS
commodore
0«£
With Geos Program!
s149.95
fr<&4>£
COLOR
PACKAGE
Commodore C-64C Computer
■Commodore 1 54 1 /C Disk Drive
•Computer Printer
■Pnlor Monitor
Geos Software Program
M78
commodore
Ctno-n DELUXE
"MOm.U PACKAGE
|C 12flDCompu1erw/Buill in Disk Drivel
■ 1 90? Color RGB Monitor ■ Commodorel
|nolor Printer
$639
PERIPHERALS
»1700
Expansion Module, .,
$99 95
»1764
Expansion Module. .
S1 19.95
XetecJr Interface. ...
S3295
XeiocSr. Interlace
$52 95
MagicVoico Modulo...
C om modoro Mouse
$29,95
$26.88
C 128 Power Supply
$39 95
C64.C64-C Power Supply. $29.95
COMMODORE MOUSE
$26 88
XETEC SUPER
GRAPHICS GOLD
$84.95
WE CARRY ALL
MAJOR BRAND SOFTWARE
commodore
CM28Z_
5219.
95
MEW C-128/D WITH S^OQ
BUILT-IN DISK DRIVE t^S?
commodore
DISK DRIVES
Oi54i/c$149.95 C=is7i$199.95
C-1541-n $164.95 C-1581 $189.95]
~n.IL/? COMPLETE
Q-ml PACKAGE
Commodore C-64/C Computer
Commodore 1541 Disk Drive
Computer Printer
I? Monitor
Geos Software Program
s369
commodore
C128Z
COMPLETE
PACKAGE
•(..oinmodore 128 Computer
•Commodore 1541 Disk Drive
■l?" Monitor
'"loinpuler Printer
COLOR MONITOR
ADD $110
$429
TO SUBSTITUTE 15/1 F 01-
1541 ADD $6C
PRINTERS
SASYO
PR-3000
IFX 8CE
IFX266E
ILO 50fl
Ilosoo
I to 8 so
Ilo 1050
Ilx-8oo.
Iex-boo
«89.9S
EPSON
commodore
CM28I DELUXE
V 1*0-- PACKAGE
Commodore 128 Computer
Commodore 1571 Disk Drive
Commodore 1902 RGBOold!
Monitor
Commodore 1515 80 Column
Printer
$659
AMIGA
ACCESSORIES
AND
PERIPHERALS ARE |
ALL IN STOCK!
XETEC 20 MB HARD DRIVES
FOHC-64/C-$749
FORC-128- S799
| commodore
PRINTERS
IDPS1101 DAISY
IwHEEL PRINTER
$159
MPS-1000
PRINTER
'MPS-1250
PRINTER
$159
s229
commodore
Panasonic
$169.95
$289.95
S 189. 95
$mr
NX 1000. $169.95
NX 1000
FtAINBOW (219.95'
NX 15 $289.95
NB-2410 $409.95
NB2415 S539.95
OKIDATA
OKIDATA 120 $199.95
OKIDATA 180 $219.95
OKIMATE 20 w/PIgg n Pnnl $189.95
1802 COLOR
MOMTOH
PC10-1
IBM PC/XT COMPATHIIF PflCKAGF
-PC 101 Computer ■ 512K Expandable I
to 640K ■ 360K Disk Drive ■ Enhanced [
Keyboard ■ Serial & Parallel Ports 1?-
Monitor-All Hook-up Cables a Adapters I
-Package o( 10 Diskettes
s499
Same Package with 5
20MR Hard Drive
769
NO SURCHARGE FOR CREDIT CARD ORDERS
piHKHn w o*ck lw en* cmt Ml
INSIDE Q-LINK"
by Robert W. Baker
Help with the
Basics
Explore the inner workings of the
Q-Link telecommunication
service with network pro Bob
Baker.
As I mentioned in the last column,
there's complete information about
the online games in the Just For Fun sec-
tion of Q-Link. You can find much of the
same information in the Members' Online
Guide within the Customer Service area.
You'll also find a lot of information on oth-
er basic Q-Link functions.
There's plenty of information about
uploading and downloading files with
very basic instructions for each function.
You can also get help on formatting a
blank diskette, saving screen text onto
disk, and more. If you have a problem
with downloading a file, this is where you
can apply for a credit for incomplete down-
loads. Be prepared to provide as much in-
formation as possible about the incom-
plete download. There are certain restric-
tions on granting credits.
In the Online Guide's "Connecting" sec-
tion you'll find information that may be
helpful if you're experiencing trouble con-
necting with the Q-Link system. There's
information for SX-64 users, help for
those with call waiting, instructions on
how to update your Q-Link software when
changing modems or access numbers, plus
some explanation about what may be hap-
pening when you're having problems on-
line.
Although the Q-Link software was not
specifically designed for the SX-64 sys-
tem, it generally does work without any
problems. The only problem I've encoun-
tered is the possible need to connect a ser-
ial peripheral cable to the expansion con-
nector on the back of the SX-64 computer.
The other end of the cable should not be
connected to any disk drives, printers or
other peripherals.
There seems to be a problem with some
SX-64 units where the load of the extra
cable is needed for some software to func-
tion properly on those systems. Of the two
SX-64 systems that I've had over the past
few years, one had this problem while the
other did not, but the extra cable did the
«\
v*
Av
in
'v* '/
///
in
.1 &
's,
%N ^ ^ * V* _ <l"
h
in 'n
* * ft" V* = Oy $ S 1 *» » v V
trick. The Online Guide does mention the
possible need to add this cable.
One other area of concern when using
an SX-64 system to access Q-Link is possi-
ble power supply problems caused by at-
taching an external modem that draws
power from the computer. As mentioned
in numerous articles over the years, the
power supply in the basic SX-64 system is
very marginal. Adding any external de-
vices that draw power from the system
may cause the supply to fail. I've seen this
first hand, and it can be an expensive re-
pair. There are adaptors that allow re-
motely powering the Commodore mo-
dems. One is available from a company
online Q-Link. For more information, con-
tact Larry29 via E-Mail.
If your telephone service includes call
waiting, it normally must be disabled
when using your computer and modem on
the phone line. Otherwise any incoming
phone call will cause your current connec-
tion to be disrupted or even disconnected.
The Online Guide indicates that dialing
*70 with a touchtone phone, or 1170 with
any phone, will disable call waiting with
most telephone systems. If this doesn't
work, contact your local phone company
for help.
There is a way to make disabling call
waiting automatic. The trick is to add
1170$ in front of the normal access num-
ber that you use to connect to Q-Link. You
can add these digits to your access num-
ber using the Change Access function on
your Q-Link disk as explained in the On-
line Guide.
Changing your access telephone num-
ber is very simple. Instead of loading or
booting your Q-Link disk as normal, load
the Change Access program on the disk.
As a short cut vou can simply type:
LOAD "C*",8,l
The Change Access program will load and
start automatically. Select the appropriate
function to change your calling number,
then enter the appropriate phone number
with any required prefix. If you are adding
the numbers to disable rail waiting, keep
in mind that they actually get inserted
after the first character of the access num-
ber that indicates what network you are
using. Your access number might look
something like:
+ 117085551234
The very first character of the access
number must be either a plus sign ( + I,
slash i/l, or exclamation point (!) to indi-
cate the desired network to be used to ac-
cess Q-Link. The dollar sign between the
1170 to defeat call waiting and the
66 AUGUST 1988
nside Q-Link/Help with the Basics
5551234 access number causes the Q-
Link software to pause between dialing
the various digits in the access number.
The dollar sign can be used to insert
pauses anywhere in the access number if
your phone system needs extra time be-
tween any group of digits.
The proper prefix character in the ac-
cess number is essential to the Q-Link
software so that the correct network proto-
col is used when trying to access Q-Link
via one of the networks. The plus sign is
used for Telenet, the slash for Tymenet,
and the exclamation point for Datapac us-
ers in Canada. Using the wrong prolix
character will prohibit you from reaching
Q-Link via the indicated access number.
While on the subject of Access Num-
bers, there is a pretty complete listing of
available input phone numbers available
in the Online Guide area. If you're mov-
ing, visiting friends or going on vacation,
and want to take Q-Link with you, check
here to find a local input node near where
you'll be going. If you can't find anything
listed, call Q-Link Customer Service at
18001 392-8200 for help.
For those using Telenet, there is an-
other service available for locating input
nodes anywhere in the country, but this is
not really associated with Q-Link. Using a
standard terminal software* package and
your computer system, you can access Tel-
enet free of charge and get information on
every input node they have available, as
well as recent and upcoming changes. You
can also call Telenet Customer Service di-
rectly at (800) 336-0437 if you need assis-
tance.
To access the Telenet phone list, simply
use your terminal software and modem to
call any local input node, or their toll-free
network input node at (8001 424-9494.
Unfortunately, the toll-free Telenet input
cannot be used to access Q-Link, since
there are extra high charges generally as-
sociated with using this input.
When you are connected to the Telenet,
network, press RETURN twice, and you
should get a prompt for terminal type:
TERMINAL =
Simply press RETURN again, then en-
ter the area code and local exchange num-
ber when prompted. These numbers are
presumably used for statistics by Telenet
in helping to determine where new input
nodes should be located.
After going through these steps, you
should see (a as a prompt for input. Now
enter the word MAIL to access the online
electronic mail system of Telenet. When
prompted for User Name and Password,
enter the word PHONES to both requests.
You should then have access to the var-
ious lists of input nodes and system infor-
mation provided by Telenet. From this
main menu enter ASYNC to get to the
listing of local telephone input nodes used
for Q-Link service.
Now follow the simple online prompts to
see phone listings by state or area code,
As an alternative, you can set your termi-
nal software to capture or print incoming
text and then display the entire phone list
for future reference. Anyone using Telenet
will find this service extremely handy.
When you're done, enter QUIT to exit
from the Telenet phone listing. This will
take you back to the (3 prompt, with the
network software waiting for another
command. From there you can enter the
HANGUP command to instruct Telenet to
disconnect, or you can simply hang up
from your end of the connection.
That's it for another month. As usual,
you can reach me on Q-Link via E-Mail to
RBAKER if you have any questions or
suggestions for future columns. Reprints
of previous columns are available online
in the News and Reference section of CLN.
near my New Product Information forum.
Hope everyone has a great summer! a
64 and 128 Software Reviews The Eternal
Continued from page 26
permost in your mind should be the im-
provement of your characters by getting
better weapons, armor and items for
them, as well as spending experience
points to increase skills and abilities.
Items must either be bought from shops in
the various towns or recovered from en-
emy creatures after a battle. After fight-
ing monsters you will also find money
with which you can buy more supplies and
useful items.
Explore the terrain, looking for unusual
places and characters, and only stop when
you make camp, get tired or encounter a
group of monsters. When combat is neces-
sary, attempt to defeat the enemy as soon
as possible. After any battle, you are auto-
matically forced to make camp. Use this
time to examine items you have discov-
ered on the monsters, distribute money
that you've found and heal any characters
who may be bleeding or have injuries (the
two types of physical damage). Also, im-
prove any characters you can by distribut-
ing the items you now have. The next stop
should be a town in which you can use the
money to finance better equipment and
supplies. By repeating this process, you
will stumble upon a lot of useful informa-
Dagger
tion, explore1 the map and increase the
usefulness and power of your party and
characters.
When not in combat a single icon
stands for your party in both wilderness
and dungeons. The dungeons are interest-
ing places to visit because of the unique
challenges that lie within. Finding a dun-
geon involves searching a square of the
map for tracks that lead to its entrance.
Unfortunately, following the tracks causes
you to encounter many groups of mon-
sters before you reach the entrance. But
as you defeat them there are fewer and
fewer monsters in a certain section of the
map. Continue to depopulate the map of
the monsters, and you'll be able to make it
to the dungeon, well worth the effort be-
cause of its contents.
Magic is very important and useful in
the Middle World. Learn the effects of the
spells and the magical items on monsters.
This information will be very valuable to
you when you encounter more powerful
creatures. There are three types of phys-
ical damage that can be imparted with
weapons (Cut, Bash and Thrust I and five
types of magical damage (Fire, Cold, Life-
Drain, Holy and Electrical) performed by
spells and magical items. Finding out
what type of damage is most effective
against an opponent and which character
best inflicts that type is the key to defeat-
ing the monsters and winning the game —
yet another unique feature of the game
system.
A booklet included with The Eternal
Dagger that discusses everything you
need to know about Middle World, includ-
ing specific tips about how to play The
Eternal Dagger. This booklet is just as
useful as the instruction manual and a
necessity for defeating new monsters.
The Eternal Dagger offers a lot of enter-
tainment with its seemingly complex, yet
surprisingly simple, game system and
challenges. The colorful graphics are used
advantageously to show your surround-
ings and battles. Most of this role-playing
game will take place in your mind, not in
front of your eyes. Yet, what is on the
screen is well-done. Expect to spend a lot
of time in completing The Eternal Dagger,
but rest assured that the adventure
doesn't offer endless boring battles, but in-
telligent challenges within an established
game system in a brand new place— Mid-
dle World. ra
COMMODORE MAGAZINE 67
PROGRAMMING"
by Michael L. Lewis
Stratahex
for the Commodore 64
Here is an original game that is un-
like most magazine programs. In-
stead of simply shooting at alien targets
or trying to beat the clock, this is a strate-
gy game played on a hexagonal board.
Hence, the name Stratahex.
The object of the game is to get your
checker to the other side of the board
while preventing your opponent from do-
ing the same. After the title screen ap-
pears, a prompt will ask "How Many Play-
ers?" Enter a number two through four for
the number of your choice. Wait approxi-
mately 45 seconds while the screen is be-
ing randomly set up.
At the bottom of the screen will be com-
mand words in black with an "Enter
Move" prompt at the very bottom written
in the same color as the checker to move.
There are two possible commands you
can use every round. You can either move
or fire at an opponent. Each command re-
quires a two-letter combination.
To move, enter M followed by one of the
six directions at the bottom of the screen:
E — up and left
R^up
T — up and right
C — down and left
V— down
B — down and right
Notice the keyboard pattern. It will
help you get accustomed to the configura-
tion. Be careful not to move in the direc-
tion of a yellow barrier, which prevents
movement and essentially wastes your
turn.
Another command at your disposal is to
fire at an opponent. To fire, enter F fol-
lowed by one of the six directions at the
bottom of the screen. (They are the same
as the move command.) If your fire hits an
opponent, he will be sent back to his origi-
nal beginning. If a fire hits a yellow bar-
rier, it will be stopped and won't hit your
opponent.
Now that you're acquainted with Stra-
tahex all you need to do is type it in, save
it, gather up one to three friends, and
have fun! a
Before typing thi-s program, read "How to Enter Programs" and "Horn to Use tht Magazine
fcntry Program hL The BASIC programs in this magazine arc available on disk from Loadstar.
P.0 Bos 30008, Shrcvcport. LA 71130-0007, I -800-839-2694
Stratahex
10 REM *** INITIALIZATION ***'BUDC
11 REM'BARX
20 C=55296:V=1024:Y{1)=0:Y(2)=20
: Y (3) =11:Y(4) =10'GOCK
25 X(1)=19:X(2)=19:X(3)=1:X(4) =39'EBJL
30 POKE 53280, 0'BHTA
40 POKE 53281, 4'BHYB
50 C{1)=10:C(2)=14:C(3)=13
:C(4)=12'ECDJ
99 REM'BARO
100 REM *** TITLE SCREEN ***'BREY
101 REM'BARV
110 PRINT " [CLEAR, WHITE] " ; "BBIW
120 PRINT " [DOWN10] ";TAB( (39-17)/2) ;"
[RVS]S T R A T A H E X[RVOFF]
"'EKYG
130 PRINT:PRINT TAB( (39-2J/2) ;" (BLUE]
BY"'FJRD
140 PRINT:PRINT TAB (( 39-10) /2) ;" [CYAN]
MIKE LEWIS"'FKQH
150 FOR DE=1 TO 2000 : NEXT ' E1PE
499 REM'BARQ
500 REM *** # OF PLAYERS ***'BQXD
501 REM'BARA
510 PRINT " [CLEAR, BLACK]
HOW MANY PLAYERS" ' BADG
520
530
540
999
1000
1001
1010
1020
1030
1040
1050
1055
1060
1070
1080
1090
1100
1120
1130
1140
1150
1160
1170
1180
GET AS: IF AS<"2" OR AS>"4" THEN
520'GKDH
PL=VAL(AS) 'CGAE
C (PL+1) =l:C(PL+2) =1'EPXJ
REM'BARV
REM *** SCREEN SET UP ***'BRTW
REM" BART
PRINT " [CLEAR, DOWN22, BLACK] " ;
TAB( (39-17) /2) ; "<<<PLEASE
WAIT>>>" ' EKCF
FOR CC=55296 TO 56135'DMHY
RN=INT(RND(0) *10)+1'FKXB
IF RN>7 THEN PC=7:GOTO 1055'FLUC
PC=0'BDQY
POKE CC, PC: NEXT CC ' C I EG
FOR X=0 TO 39 STEP 2'EFPC
FOR Y=0 TO 20 STEP 2 ' EFGD
IF (X+2)/4=INT( (X+2)/4) AND
Y/2=INT(Y/2) THEN Y=Y-1'PVEP
POKE V+X+(40*Y) ,78'EKMG
NEXT Y:NEXT X'CDNU
FOR X = 0 TO 39 STEP 2'EFPY.
FOR Y=l TO 20 STEP 2'EFHA
IF (X+2)/4=INT( (X+2)/4) AND
(Y+1)/2 = INT( (Y + l)/2) THEN
Y=Y-1' RCLP
POKE V+X+(40*Y) ,77'EKLD
NEXT Y:NEXT X'CDNB
FOR X=l TO 39 STEP 2'EFQE
FOR Y=0 TO 20 STEP 2'EFGF
68 AUGUST 1988
Piogiamming/Stratahex-
1190 IF (X+1)/4=INT( (X+1J/4) AND
Y/2=INT(Y/2) THEN Y=Y-1'PVCR
1200 POKE V+X+(40*Y) ,119'ELAA
1210 NEXT YiNEXT X'CDNW
1220 POKE C+X(1)+40*Y(1) ,C(1)
:POKE V+X(1)+40*Y(1) ,81'IGJI
1223 POKE C+X(2)+40*Y(2) ,C{2)
:POKE V+X{2)+40*Y(2) ,81' IGOL
1225 POKE C+X(3)+40*Y{3) ,C(3)
:POKE V+X(3)+40*Y(3) ,81'IGTN
1227 POKE C+X(4)+40*Y(4) ,C(4)
:POKE V+X(4) +40*Y(4) ,81'IGYP
1230 PRINT" [HOME,DOWN22,SPACE38] ";
'BBDF
1240 PRINT " [HOME,DOWN21]
M=MOVE F=FIRE E=NORTHWEST
T=NORTHEAST" ' BAYL
1250 PRINT "R=NORTH V=SOUTH
C=SOUTHWEST B=SOUTHEAST"' BAQL
1499 REM'BARP
1999 REM'BARU
2000 REM *** GAME PLAY ***'BOSW
2001 REM'BARU
2005 FOR PT = 1 TO PL'DFVC
2007 G$="":P=0:PC=0'DJFF
2010 PRINT CHR$ (C(PT)+140) ; " [HOME,
DOWN23] ENTER MOVE: [SPACE4J " 'DLYE
2020 GET A$:IF A$OnMM AND A$<>"F"
THEN 2020' ILME
2030 PRINT " [HOME,DOWN23,RIGHT12] ";
AS'BDVB
2040 GS=G$+A$'CGAA
2050 GET AS'BCGA
2055 IF A?<>"E"AND A$<>"R"AND
A$<>"T"AND A$<>"C"AND A$<>"V"AND
A$<>"B"THEN 2050'TQEV
2060 PRINT " [HOME,DOWN23,RIGHT13] " ;
A$'BDAE
2070 G$=G$+A$'CGAD
2080 IF LEFT$(G$,1)="M" THEN 2100'EKNG
2090 GOTO 2500'BEEE
2099 REM'BARM
2100 REM *** PLAYER MOVE ***'BQRY
2101 REM'BARV
2105 POKE C+X(PT)+40*Y (PT) ,4'EPGG
2110 G$=RIGHT$(G$,1) "CIEX
2120 IF G$ = *'E" THEN G=1'EEPA
2121 IF G$="R" THEN G=2'EEEB
2122 IF G$="T" THEN G=3'EEHC
2123 IF G$="C" THEN G=4'EEQD
2124 IF G$="V" THEN G=5'EELE
2125 IF G$="B" THEN G=6'EERF
2130 ON G GOTO 2135,2140,2150,2160,
2170,2180'CFTE
2135 IF Y(PT)=0 OR X(PT)=1
OR(PEEK(C+{X(PT)-l)+(Y (PT)-l) *4U)
AND 15)»7 THEN 2190'ORMV
2137 X(PT) =X(PT)-2:Y(PT)=Y(PT)-1
:GOTO 2190'FDCP
2140 IF Y(PT)<2 OR ( PEEK (C+X ( PT) + ( Y
(PT)-l) *40) AND 15)=7 THEN
2190'LICN
2145 Y(PT)=Y(PT) -2:GOTO 2190'DQKJ
2150 IF X(PT)=39 OR Y(PT)=0
2155
2160
2165
2170
2175
2180
2185
2190
2195
2200
2210
2220
2230
2499
2500
2501
2510
2 52 0
2540
2550
2560
2570
2580
2590
2600
2602
2605
2610
2615
2620
2625
2626
2630
2635
2650
2652
2655
2660
2665
2670
2675
OR(PEEK(C+(X(PT) +1)+(Y(PT)-1)*40)
AND 15) =7 THEN 2190'OSUS
Y(PT) =Y(PT)-1:X(PT) =X(PT) +2
:GGTO 2190'FDBP
IE X(PT)=1 OR Y(PT)=20
OR(PEEK(C+ (X(PT)-1)+Y(PT)*40)AND
15) =7 THEN 2190' WPRS
Y(PT) =Y(PT)+1:X(PT) =X(PT)-2
:GOTO 2190 'FDBQ
IF Y{PT)>18 OR (PEEK(C+X(PT)+ (Y
(PT) +1) *40)AND 15)=7 THEN
2190'LJEQ
Y(PT) =Y(PT) +2:GOTO 2190'DQJM
IF X(PT)=39 OR Y(PT)=20
OR(PEEK(C+(X(PT) +1) +Y(PT) *4 0)AND
15)=7 THEN 2190'NQAU
Y(PT) =Y(PT)+1:X(PT) =X(PT)+2
:GOTO 2190'FDAS
POKE C+X(PT)+Y(PT) *40,C(PT)
:POKE V+X(PT) +Y(PT) *40,81'ILWR
IF Y(l) =20 THEN W=l
:GOTO 4000'FNAO
IF Y(2)=0 THEN W=2:GOTO 4000'FMCB
IF X(3) =39 THEN W=3
:GOTO 4000'FNNC
IF X(4)=l THEN W=4:GOTO 4000'FMGD
GOTO 2960'BEOA
REM'BARQ
REM *** PLAYER FIRE ***'BQAD
REM'BARA
1 C I EC
A=1'EEJE
A=2' EEXG
A=3'EEBH
A=4'EEKI
A=5'EEFJ
A=6'EELK
2600,2650,2700,2750,
2800,2850'CFBO
X=X(PT) :Y=Y(PT) *CNIE
IF X<2 OR Y=0 THEN 2900'FILH
X=X-1: Y=Y-1'EHIJ
IF (PEEK(C+X+Y*40) AND 15)=7 THEN
PRINT " [UP,RVS] <<<<BLOCKED>>>>"
:GOTO 2900 ' KRLP
X=X-1'CDLI
IF PEEK(V+X+Y*40) =81 THEN
PC= (PEEK(C + X + Y*40) AND 15)'NWYP
IF PC>1 THEN FOR LO=l TO PL
:IF PC=C(LO) THEN P=LO'KTXS
IF PC>1 THEN NEXT LO'EFUL
IF PC=0 OR PC=1 THEN 2602'FKAI
GOTO 2900'BEIJ
X=X(PT) :Y=Y(PT) 'CNIJ
IF Y<2 THEN 2900'DGIK
Y=Y-1 'CDNM
IF (PEEK(C+X+Y*40)AND 15) =7 THEN
PRINT " [UP,RVS] <<<<BLOCKED>>>>"
:GOTO 2900'KRLU
Y=Y-1 'CDNN
IF PEEK(V+X+Y*40) =81 THEN
PC=(PEEK(C+X+Y*40) AND 15)'NVvYU
It' PC>1 THEN FOR LO=l TO PL
:IF PC=C(LO) THEN P=LO'KTXX
Continued on page 90
G$=RIGHT$(G$,1)
IF G?="E" THEN
G$="R"
G$="T"
G$="C"
G$="V"
G$="B"
A GOTO
IF
IF
IF
IF
IF
ON
THEN
THEN
THEN
THEN
THEN
COMMODORE MAGAZINE 6S
PROGRAMMING
Tempered Fun
for the Commodore 64
From the time of Aristotle's disciple.
Aristoxenus, to the time of J. S. Bach
a subject that often occupied the best
minds of musicians and mathematicians
alike was that of the temperament, or
tuning of instruments. In the time of Bach
the controversy became especially pro-
nounced. The controversy revolved
around the question of how to divide the
octave into tones that are most pleasing to
the ear. The problem arises in the fact
that our scales (major and minor, for ex-
ample) may sound good in one key, but of-
ten snund quite hideous in another if we
use the tuning that was advocated by
most musicians prior to Bach's time. This
tuning, known as "Just" tuning, is based
essentially on the idea that the fourth ifal
and fifth (sol) tones of a diatonic scale la
normal scale, with seven tones l are 4'3
and 3 2 the first idol tone, respectively.
The other tones of a scale are based on
still other, unequal, ratios. This arrange-
ment, because of reasons that are far too
complex to discuss here, force the third
diatonic tone to take on very interesting
aural characteristics. It is the third that
determines the quality of chords: harmo-
nies. In Just temperament, harmonies are
particularly pleasing to the ear, but melo-
dies and harmonies are essentially limit-
ed to one key. It is difficult to write a piece
using more than that one simple key. It is
precisely this limitation that the dissenter
Aristoxenus, and others like him (includ-
ing Bach), wished to overcome.
Aristoxenus advocated the division of
the octave into equal parts. In the equal
temperament of our day (and as cham-
pioned by Bach) each tone is the twelfth
root of two times the previous tone, result-
ing in a chromatic scale of twelve tones to
the octave. Even though this may sound
hopelessly complex mathematically, it is
really quite simple aurally. The effect of
this tuning is that the fourth and fifth
tones of a diatonic scale are very slightly
"mistuned." For all practical purposes,
however, there is no difference to the ear.
Equal temperament also makes the third
diatonic tone sound rather sharp. Never-
theless the mistuned third can still be tol-
erated by most people (although to dis-
cerning ears, it is noticeable). The most
positive outcome of Equal temperament is
the fact that all the keys can now be used
quite easily, opening up vast harmonic
and formal possibilities. This is why Bach
preferred Equal temperament as opposed
to Just temperament. He could experi-
ment with a greatly expanded palette of
sound.
From the time of Bach to the present
the Equal system of temperament has
prevailed because of its greater versatility.
Nevertheless, the older tuning is still oc-
casionally invoked by some musicians as
more satisfying. It's all in the ear of the
beholder (behearer?). I have written this
computer program to introduce you to
these concepts aurally.
The program will give you the opportu-
nity to experiment in various ways with
both Just and Equal temperaments. Two
other temperaments are also included: Py-
thagorean and Mean. Pythagorean tun-
ing basically produces an even sharper
diatonic third than Equal tuning and is
sometimes advocated by instrumentalists
who are primarily melodists (violinists,
oboists, etc.). Mean tuning is still another
alternative to Just temperament. It is
somewhat closer to Just tuning than
Equal temperament.
In the program I have also included the
primary diatonic scales (modes) of Occi-
dental music (major, minor, Dorian. Phyr-
gian, etc.). After you choose your tempera-
ment you are given the opportunity to
choose one of these. The scale will be
played in your chosen temperament. If,
however, you wish to hear a chromatic
scale, the program also gives you the op-
portunity to do that. You will find the
chromatic scale am be played in either
sharps or flats, which are not equivalent
in all tunings except Equal. (C# is the
same as Db in Equal temperament, but
not in Just temperament.)
After you choose your temperament
and scale, you will then be given the op-
portunity to experiment with various ap-
plications of your tuning and scale. The
applications you can choose from are: Oc-
tave .Sale. Root Chord. Real-Time Melo-
dy, Twinkle Twinkle Little Star Melody,
and Twinkle Twinkle Little Star Harmo-
nized. Remember that all these applica-
tions will be played in your chosen tem-
perament and scale. The easiest applica-
tion in which to hear the difference Ix1-
tween the temperaments is the Root
Chord. You will hear that a root chord
sounds rather more pleasing in Just tem-
perament. This is because the middle note
of the chord, which is the diatonic third, is
not as sharp as it is in Equal tempera-
ment.
Be aware that Twinkle Twinkle Little
Star Harmonized in scales other than ma-
jor or minor will sound quite strange in-
deed, The peculiarities of scales must be
taken into account when harmonies are
written in them. Twinkle Twinkle Little
Star Harmonized does not do this— it
plays the harmony in strict model trans-
position.
If you choose the chromatic scale, what-
ever temperament, you will be able to
hear only the octave scale application.
In the application titled Real-Time
Melody you will be able to play a tune.
Use the top row of the keyboard, numbers
1-8. The number one corresponds to the
solfege syllable "do." You can play the ba-
sic solfege syllables according lo your cho-
sen scale and temperament. For purists: I
realized that "re" through "ti" in scales
other than major should be titled some-
thing other than "re," etc., but I used the
basic syllables simply as an aid to those
who are not too fanii liar with scale struc-
tures. Since this program is in BASIC you
will also notice that there is a slightly de-
laved response in the syllables higher
than "fa."
One other note: In Menu 1 you are giv-
en the choice of a temperament which is
70 AUGUST 1988
Programming/Tempered Fun
very different from the others — your own
Equal temperament. The normal Equal
temperament of our day is already built
into the program. But with this option you
can also split the octave into any number
of equal segments you desire (from 1 to
1200). When you take this option the pro-
gram will play a comparison tone (do)
first, and then proceed to play the inter-
vals as high as the computer will go (un-
less you terminate it earlier I. As each in-
terval is played the number of the inter-
val is also displayed. I find this to be a par-
ticularly interesting aural experience. It
is truly strange to hear an octave with
thirteen chromatic tones rather than the
normal twelve! If you choose to play a
scale with seven equal intervals you may
be interested to know that it is equivalent
to the Javanese scale known as "pelog."'
often played in gamelan orchestras. If you
choose to play a scale with 1200 equal in-
tervals you will be playing the "cents"
scale commonly used in tuning. You will
be able to test your own pitch discrimina-
tion skills with this. Most people can hear
the difference of about four or five cents
(intervals number four and five, respec-
tively). You will hear a slight '"beating"
between the comparison tone and those
intervals. A few of you, however, may be
able to hear the difference of two or three
cents.
Now, as for my own temperament preju-
dice? I wouldn't dare quarrel with Bach! Q
Btforc typing Ihi- program, read "How to Knicr Programs" and "How lo I. >e the Magazine
Kntry Program " The BASIC programs in this magazine ate available on disk from Loadstar,
P.O Box MKHIK. Shrm-port. LA "MW-IHKT, I 800-831-2694.
Tempered Fun
5 CLR:RESTORE'CBWE
6 REM ARRAYS FOR TEMPERAMENTS ' BVUK
10 DIM EH(46) ,PH(46) , JH{46) ,
Mtl (46) 'BCPD
20 DIM EL(46) ,PL(46) , JL(46) ,
ML(46) 'BCGE
25 REM ARRAY FOR SCALES 'BOAH
30 DIM HM (20) , LM (20) ' BNTC
32 REM ARRAY FOR REAL TIME'BQVG
35 DIM AS (8) 'BFMF
36 GOSUB 6000: RESTORE:REM READ ASCII
VALUES FOR REAL TIME'DHMP
48 POKE 53272, 23:POKE 53280, 7'CQVE
45 REM MENU l'BFTG
50 PRINT" [CLEAR, DOWN3] "
:PRINT TAB(6) ;" [SHFT P,SHFT L,
SHFT E,SHFT A, SHFT S,SHFT E]
[SHFT W,SHFT A, SHFT I , SHFT T]
. . . [SHFT S,SHFT E,SHFT T2,
SHFT I, SHFT N,SHFT G] [SHFT U,
SHFT P]"'DECV
60 PRINT" [DOWN] ":PRINT TAB(12);" (
[SHFT AJBOUT 14 SECS.)'"DFPJ
70 GOSUB 5000: REM SET UP ARRAYS'CQAI
80 POKE 648,4:POKE 53281,0
:PRINT"[L. BLUE]";'DPNJ
82 PRINT" [CLEAR) ":PRINT TAB(14);"
[SHFT T,SHFT E,SHFT M,SHFT P,
SHFT E,SHFT R,SHFT E,SHFT D]
[SHFT F,SHFT U,SHFT N]"'DFKS
85 PRINT TAB(14) ;" [CMDR T12]"'CEFS
90 PRINT TAB (17) ;" [SHFT M,SHFT E,
SHFT N,SHFT U] 1" : PRI NT ' DFBL
100 PRINT"[SHFT I]. [SHFT T]
EMPERAMENTS " ' BAKA
110 PRINT TAB(3) ;" [RVS] 1. [RVOFF]
[SHFT E]QUAL'"CDUA
120 PRINT TAB(3) ;" [RVS] 2. [RVOFF]
[SHFT P] YTHAGOREAN'"CDXD
130 PRINT TAB (3) ;" [RVS] 3. [RVOFF]
[SHFT J]UST"'CDVC
140 PRINT TAB (3) ;" [RVS] 4. [RVOFF]
[SHFT M]EAN"'CDKD
150 PRINT TAB(3) ; " [RVS] 5. [RVOFF]
(SHFT
YjOUR OWN EQUAL
TEMPERAMENT'" CDPK
155
160
170
180
190
200
210
220
230
240
250
260
270
271
272
273
274
280
281
282
283
284
285
286
287
288
PRINT'BACF
PRINT" [SHFT
GALES'" BANF
TAB (3)
12]
(SHFT S]
[RVOFF]
[RVOFF]
i]l
[RVOFF]
; RVOFF 3
RVOFF]
;rvoff]
DIE
RVOFF]
PRINT TAB(3) ; " [RVS]
[SHFT M]AJOR'"CDVG
PRINT TAB (3) ;" [RVS] 2,
[SHFT M] INOR" 'CDEI
PRINT TAB (3) ; " [RVS] 3.
[SHFT D]ORIAN"'CDLJ
PRINT TAB (3) ; " [RVS] 4.
[SHFT P]HRYGIAN"'CDEB
PRINT TAB(3) ;" [RVS] 5.
[SHFT L] YDIAN"'CDRC
PRINT TAB (3) ;" [RVS] 6.
[SHFT M] IXOLYDIAN1
PRINT TAB (3) ;" [RVS] 7,
[SHFT A] EOLIAN"'CDBE
PRINT TAB (3) ;" [RVS] 8. [RVOFF]
[SHFT L]OCRIAN"'CDRF
PRINT TAB (3) ;" [RVS] 9. [RVOFF]
[SHFT CjHROMATIC {B OR #)'"CDYI
PRINT" [L. RED, HOME, DOWN22, SHFT E]
NTER NUMBER OF DESIRED
TEMPERAMENT. [L. BLUE ] " ; ' BBBQ
POKE 198,0:POKE 204,0:POKE 207,0
:WAIT 198,l:POKE 204,1:GET KS'GHVM
TU=VAL(KS) : IF TU=0 THEN 260'FNKK
IF TU=1 OR TU=2 OR TU=3 OR TU=4
THEN PRINT KS ; : DE= . 5 : GOSUB 7000
:GOTO 280'NEAU
IF TU=5 THEN PRINT K$;:DE=.5
:GOSUB 7000:GOTO 1300'HVQQ
GOTO 260'BDHI
PRINT" [HOME,DOWN23,SPACE38] "; 'BBUL
PRINT" [L. RED, HOME, DOWN23, SHFT E]
NTER NUMBER OF DESIRED SCALE.
[L. BLUE]"; 'BEAR
POKE 198,0:POKE 204,0:POKE 207,0
:WAIT 198,l:POKE 204,1:GET KS'GHVP
MO=VAL(KS) :IF MO=0 THEN 281'FNMN
IF M0>=1 OR MO<=8 THEN PRINT KS;
:DE=.5:GOSUB 7000:GOTO 300'LXXU
IF MO=9 THEN PRINT KS;;DE=.5
tGOSUB 7000:GOTO 287'HUWR
REM CHROMATIC SCALE ' BOTO
PRINT" [CLEAR, DOWN2, SHFT T]
HIS FUNCTION WILL PLAY A[SPACE2]
CHROMATIC OCTAVE SCALE ONLY"'BAKC
PRINT" [DOWN2,SHFT D]
O YOU WISH A CHROMATIC SCALE ON
COMMODORE MAGAZINE 71
Togramming/Tempered Fun
289
290
295
298
299
300
305
310
320
330
340
350
360
370
380
381
382
383
384
399
400
405
499
500
501
502
503
504
506
SHARPS OR FLATS? (S/F) " ; ' BBQC 510
POKE 198,0:POKE 204,0:POKE 207,0 512
:WAIT 198,l:POKE 204,1:GET K$ ' GHVW
IF KSO"S"AND KSO"F"THEN 289'HHVL 514
IF KS="S"THEN PRINT KS:DE=.5
:GOSUB 7000:MO=9:AP=1 516
:GOTO 400'JBSV 518
IF KS="F"THEN PRINT KS:DE=.5 519
:GOSUB 7000:MO=10:AP=1 :>20
:GOTO 400'JCUY 570
REM MENU l'BFTP
PRINT" [CLEAR] ": PRINT TAB (14) ; "
[SHFT T,SHFT E,SHFT M,SHFT P, 580
SHFT E,SHFT R,SHFT E,SHFT D] 582
[SHFT F,SHFT U,SHFT N]"'DFKJ
PRINT TABC14) ; " [CMDR T12]"'CEFL 584
PRINT TAB(17) ;" [SHFT M,SHFT E,
SHFT N,SHFT U] 2" : PRI NT ' DFCE 599
PRINT" [SHFT 13). [SHFT A] 600
PPLICATIONS" 'BANG
PRINT TAB{3) ;"[RVS)1. [RVOFFJ
[SHFT OJCTAVE SCALE'"CDFG
PRINT TAB(3) ;"(RVS)2. [RVOFF]
[SHFT RJOOT CHORD'"CDLH
PRINT TAB(3) ; " [RVS] 3. [RVOFF]
[SHFT RJEAL-TIME MELODY" 'CDSJ
PRINT TAB{3) ;" [RVSJ4. [RVOFF] 602
[SHFT TJWINKLE [SHFT L] ITTLE 610
[SHFT SjTAR (MELODY )'" CDDP 612
PRINT TAB (3) ;" [RVS] 5. [RVOFF]
[SHFT TJWINKLE [SHFT L] ITTLE 614
[SHFT S]TAR ( HARMONI ZED) " 'CDWR
PRINT" [L. RED, HOME, DOWN22, SHFT E] 616
NTER NUMBER OF DESIRED
APPLICATION. [L. BLUE] " ; ' BBNT 620
POKE 198,0:POKE 204,0:POKE 207,0
:WAIT 198,l:POKE 204,1;GET KS'GHVP
AP=VAL(K$) :IF AP=0 THEN 380'FNPN
IF AP=1 OR AP=2 OR AP=3 OR AP=4 622
OR AP = 5 THEN PRINT KS;:DE=.5 660
:GOSUB 7000:GOTO 400'PHNA 67
GOTO 380'BDKK
REM PRIMARY PIVOT POINT'BRGU
ON MO GOSUB 5330,5350,5370,5390, 680
54 10, 54 30, 54 50, 54 70, 54 90, 5 5 10' CBDJ
ON AP GOTO 500,600,700,900,
1100 'CWTI
REM OCTAVE SCALE1 BLJT >84
PRINT" [CLEAR, DOWN2 , RIGHT6 , SHFT H,
SHFT E,SHFT R,SHFT E,SHFT SPACE, 699
SHFT I, SHFT S,SHFT SPACE, SHFT Y,
SHFT 0,SHFT U,SHFT R,SHFT SPACE,
SHFT 0,SHFT C,SHFT T,SHFT A,
SHFT V,SHFT E,SHFT SPACE, SHFT S,
SHFT C,SHFT A, SHFT L,SHFT E]
!"'BASU
PRINT" [DOWN] ( [SHFT P]RESS <
[SHFT S,SHFT P,SHFT A, SHFT C,
SHFT E] [SHFT B,SHFT A, SHFT R]
> TO END EARLY.) '"BANN 711
GOSUB 2000'BEDC 712
REM PLAY OCTAVE ' BK JF
IF NO=13 THEN 510'DHWG
FOR 1=8 TO 15:GOTO 512'EIZJ
FOR 1=8 TO 20'DEKC
POKE SI,LM(I) :POKE SI+1,HM(I)
:REM PITCHES ' EBOL
POKE SI+4,17:REM WAVEFORM GATE #1
ON'DXFL
DE=1: GOSUB 7U00;REM DURATION ' DRPM
POKE SI+4,16:REM GATE #1 OFF'DQNN
GET KS:IF KS = " "THEN 570'EINN
NEXT'BAEB
GOSUB 8000:PRINT:PRINT
:PRINT"[SHFT D]0 YOU WISH TO HEAR
IT AGAIN? (Y/N) " ; 'EIYT
GOSUB 3900'BENI
IF KS="N"THEN PRINT K$:DE=.5
:GOSUB 7000:GOTO 80'HRIR
PRINT K$:DE=.5:GOSUB 7000
:GOTO 500'EQWQ
REM ROOT CHORDS'BKYU
PRINT" [CLEAR, DOWN2) "
:PRINT" [RIGHTS, SHFT H,SHFT E,
SHFT R,SHFT E,SHFT SPACE, SHFT I,
SHFT S,SHFT SPACE, SHFT Y,SHFT 0,
SHFT U,SHFT R,SHFT SPACE, SHFT R,
SHFT 02, SHFT T,SHFT SPACE, SHFT C,
SHFT H,SHFT 0,SHFT R,SHFT D,
SHFT SPACE] ! "'CBPV
GOSUB 2000'BEDD
POKE SI,LM(8) :POKE S I + 1 , HM (8) * DSTH
POKE SI+7,LM(10) :POKE SI+8,
HM(10) 'EVBK
POKE SI+14,LM(12) : POKE SI+15,
HM(12) 'EXWM
POKE SI+4,17:POKE SI+11,17
:POKE SI+18,17'GWVvP
PRINT:PRINT" [SHFT P] RESS <[SHFT S,
SHFT P,SHFT A, SHFT C,SHFT E]
[SHFT B,SHFT A, SHFT R]
> TO CONTINUE." ; ' CCMQ
GET KS:IF KSO" "THEN 622'FIJJ
GOSUB 8000'BEJH
PRI NT: PRI NT: PR I NT: PRI NT" [SHFT D]
0 YOU WISH TO HEAR IT AGAIN?
(Y/N) ";'EERT
GOSUB 3900'BENJ
IF KS="N"THEN PRINT KS:DE=.5
:GOSUB 7000-.GOSUB 8000
:GOTO 30'IWBT
PRINT KS:DE=.5:G0SUB 7000
:GOTO 600' EQXR
REM REAL TIME PLAY'BMYW
PRINT" [CLEAR, D0WN2 , RI GHT1 3 , SHFT P,
SHFT L,SHFT A, SHFT Y] [SHFT A]
[SHFT T,SHFT U,SHFT N,SHFT E]
! '"BAHL
PRINT" [DOWN] ( [SHFT P]
RESS THE NUMERIC KEYS FOR THE
INDICATED SOLFEGE DEGREE .)'" BAYS
FOR X=0 TO 4:PRINT" [DOWN] " ;
:NEXT'FGJG
PRINT" [RIGHTS] "'BADE
PRINT" [RIGHT8, CMDR K,SHFT
SHFT 0,CMDR H,SHFT R,SHFT
CMDR H,SHFT M,SHFT I, CMDR
SHFT F,SHFT A, CMDR H,SHFT
D,
E,
H,
S,
72 AUGUST 1988
Programming/Tempered Fun"
SHFT 0,CMDR H,SHFT L,SHFT A,
CMDR H,SHFT T,SHFT I,CMDR H,
SHFT D,SHFT 0,CMDR K]"'BAJY
713 PRINT" [RIGHT8,CMDR K] 1 [CMDR H] 2
[CMDR H] 3 [CMDR H] 4 [CMDR H] 5
[CMDR Hj 6 [CMDR II] 7 [CMDR H] 8
[CMDR K] "'BAYP
714 PRINT" [DOWN8, SHFT P]RESS <[SHFT S,
SHFT P,SHFT A, SHFT C,SHFT E]
[SHFT B,SHFT A, SHFT R]
> TO END THIS SECTION ."' BAOV
760 GOSUB 2000'BEDI
770 GET KS:IF KS=""THEN 770'EIIM
780 K=ASC(KS) 'CFFL
790 IF K=32 THEN GOSUB 8000
:GOTO 80'FKUP
800 I=0'BCRD
805 IF K=AS(I)THEN POKE SI,1
:POKE SI+l,l'GQUO
810 POKE SI+4,16:IF K=AS(I)THEN POKE
SI,LM(I+8) :POKE SI+l,HM(I+8)
:POKE SI+4,17'MPTU
815 GOTO 770'BDNJ
820 I=I+1'CDFG
830 IF I<=8 THEN 805'EFFI
840 GOTO 770'BDNH
899 REM TWINKLE STAR MELODY'BRBA
900 PRINT" [CLEAR, DOWN2 , RIGHT6 , SHFT T,
SHFT H,SHFT I, SHFT S] [SHFT I,
SHFT S] [SHFT T,SHFT W,SHFT I,
SHFT N,SHFT K,SHFT L,SHFT E]
[SHFT S,SHFT T,SHFT A, SHFT R)
(SHFT M,SHFT E,SHFT L,SHFT 0,
SHFT D,SHFT Y] !"'BAYY
905 PRINT" [DOWN] ( [SHFT P] RESS <
[SHFT S,SHFT P,SHFT A, SHFT C,
SHFT E] [SHFT B,SHFT A, SHFT R]
> TO END EARLY. ) " ' BANV
910 GOSUB 2000'BEDF
920 RL=1000:GOSUB 11000'CMBI
924 FOR 1=1 TO 172'DFJL
925 IF D=-l THEN 960'EFMN
926 POKE SI+4,16:GOSUB 1200
: GOSUB 1220'EQKQ
927 GET K$:IF KS = " "THEN 960'EIQQ
928 WEXT'BAEN
960 GOSUB 2000'BEDK
970 PRINT: PRINT" [SHFT D]
0 YOU WISH TO HEAR IT AGAIN?
(Y/N) "; 'CCBV
980 GOSUB 3900'BENM
982 IF KS="N"THEN PRINT K$:DE=.5
:GOSUB 7000:D=0:GOSUB 8000
:GOTO 80'JAQY
984 PRINT K$:DE=.5:G0SUB 7000:D=0
:GOTO 900'FTQW
999 REM TWINKLE STAR DATA'BPBB
1000 DATA 1,8,8,1,1,8,8,1,1,12,8,3,1,
12,8,3,1,13,8,4,1,13,8,4,2,12,8,
3'BKCE
1010 DATA 1,11,8,2,1,11,7,5,1,10,9,6,
1,10,8,6,1/9,8,4,1,9,7,5,2,8,3,
l'BJHF
10 20 DATA 1,12,8,3,1,12,8,3,1,11,8,2,
1030
1040
1050
1060
1099
1100
1105
1110
1120
1130
1140
1150
1152
1155
1160
1162
1164
1166
1199
1200
1210
1219
1220
1230
1235
1240
1250
1259
1260
1265
1270
1280
1290
1,11,7,2,1,10,8,1,1,10,8,3,2,9,7,
5'BLLG
DATA 1,12,8,3,1,12,8,3,1,11,8,2,
1,11,7,2,1,10,8,1,1,10,8,3,2,9,7,
5'BLLH
DATA 1,8,8,1,1,8,8,1,1,12,8,3,1,
12,8,3,1,13,8,4,1,13,8,4,2,12,8,
3'BKCI
DATA 1,11,8,2,1,11,7,5,1,10,9,6,
1,10,8,6,1,9,8,4,1,9,7,5,2,8,3,
1'BJHJ
DATA -1,0,0,0'BITA
REM TWINKLE STAR HARMONIZED ' BVPR
PRINT" [CLEAR, D0WN2 , RIGHT4 , SHFT T,
SHFT H,SHFT I, SHFT S] [SHFT I,
SHFT S] [SHFT T,SHFT W,SHFT I,
SHFT N,SHFT K,SHFT L,SHFT E]
[SHFT S,SHFT T,SHFT A, SHFT R]
[SHFT H,SHFT A, SHFT R,SHFT M,
SHFT 0,SHFT N,SHFT I, SHFT Z,
SHFT E,SHFT D] ! " 'BAJS
PRINT" [DOWN] ( [SHFT P] RESS <
[SHFT S,SHFT P,SHFT A, SHFT C,
SHFT E] [SHFT B,SHFT A, SHFT R]
> TO END EARLY.) "'BANM
GOSUB 2000'BEDV
RL=1000:GOSUB 11000'CMBY
FOR 1=1 TO 172'DFJY
IF D=-l THEN 1160' EGDB
POKE SI+4,16:POKE SI+11,16
:POKE SI+18,16:GOSUB 1200
:GOSUB 1260' IHUK
GET K$:IF KS = " "THEN 1160 ' EJHF
NEXT'BAEE
D=0:GOSUB 2000:PRINT
: PRINT" [SHFT D]0 YOU WISH TO
HEAR IT AGAIN? (Y/N) " ; ' EKDO
GOSUB 3900'BEND
IF KS="N"THEN PRINT KS:DE=.5
:GOSUB 7000:D=0:GOSUB 8000
:GOTO 80'JAQP
PRINT KS:DE=.5:G0SUB 7000:D=0
:GOTO 1100'FUHN
REM READ TWINKLE STAR DATA ' BTDS
READ D,R1,R2,R3'BKSW
RETURN 'BAQV
REM REM POKE TWINKLE DATA FOR
MELODY'BCNN
P1=LM(R1) :P2=HM(R1) 'CRSC
POKE SI, PI: POKE SI+1,P2'DMNC
POKE SI+4,17'CGOF
DE=.45*D:GOSUB 7000'DLED
RETURN' BAQA
REM REM POKE TWINKLE DATA FOR
HARMONY 'BDWR
P1=LM(R1) :P2=HM(R1) :P3=LM(R2)
:P4=HM(R2) :P5=LM(R3)
:P6=HM(R3) 'GDJR
POKE SI, PI: POKE SI+1,P2'DMNK
POKE SI+7,P3:POKE SI+8,P4'ENSH
POKE SI+14,P5:POKE SI +15 , P6 ' EPI J
POKE SI+4,17:POKE SI+11,17
:POKE SI+18,17*GWWM
Contin tied on page 89
COMMODORE MAGAZINE 73
PROGRAMMING'
Magazine
Article
Cataloger
for the Commodore 64
You're working on a great program and
come across an almost unsolvable
problem. Just as you are about to give up.
you remember seeing a program in one of
your magazines that does just what you
need. There is just one problem, you can't
remember which magazine it was in. Dis-
appointment sets in when you look at the
large pile of magazines sitting in the cor-
ner. Sure, you could look through each
one, but that would take hours. If you only
had a clue as to where it was. Now Maga-
zine Article Cataloger gives you that clue.
Getting Stalled
The first thing you should do is type in
the program and save it to disk. If you
plan on cataloging a lot of articles, I sug-
gest you put Cataloger on its own disk.
The Main Menu confronts you with
nine diiferent options, The first six are
used when searching the catalog. Follow-
ing is an explanation of what each option
does.
Options one through six are more or
less the same, the only difference is the
thing being searched for. When you are
asked what to search for, you don't have to
type the entire name. This is useful when
searching for an article with an extremely
long name. A bonus when doing this is
that the program will find every occur-
rence of what you typed. In other words,
say you want to list all articles by John
Public and John Doe. Entering John at
the prompt for the author's name, and
presto! all the articles by John Public and
John Doe are listed along with ever}' other
John in the catalog. This feature works for
all the other searching methods. If you are
ever in doubt of what to do, just follow the
instructions on the screen.
When a match is found, the data will be
displayed on your screen, and you will be
presented with three different options.
Pressing C will cause the program to
search for another match. Pressing P will
send a hard copy to your printer (Be sure
your printer is set and on before hitting P. ' I
Pressing Q will stop the search and return
GORDON KIBBEE
you to the Main MENU.
When option seven is chosen the pro-
gram will prompt you to enter the name of
the magazine, date, article name, etc. Be
sure that you enter all data the same way
for each article. When entering MONTH'
YEAR use the name of the month, i.e.,
December/ 1987. This makes it easier
when searching the catalog. When enter-
ing the subject of the article, I use categor-
ies like: Game, Utility, Review, Feature,
or Misc. You don't have to use these, you
can use whatever you want. Just remem-
ber what you used and be consistent.
When entering data for a review, enter
the author and the name of the company
that published the program being re-
viewed. This way it is easier to find the re-
view by typing the company that made
the program.
After you are finished typing the data
for an article, you will be asked if it is cor-
rect. If you answer N, then you will be
prompted to re-enter the data. If you an-
swer Y, then you will be asked if you want
to add more data. A Y will start the whole
process over. An N will save your data and
restart the program.
Option eight allows you to edit the cata-
log. After you choose this option the
screen will show the data for the first arti-
cle in the catalog. If you wish to edit it hit
the E key. Pressing C will continue
searching the catalog, and Q will save the
catalog and return you to the Main Menu.
When you edit an article, a blinking
cursor will appear over the first data item.
Type over the old data completely, do not
leave any unwanted data to the right of
what you just typed. The same rules apply
here as they do when entering data for the
first time. DO NOT enter more than one
line of data. If you do, you will mess up the
rest of your data. The only exception is
when entering comments, which can be
two full screen lines.
After you are finished editing, the data
will be re-displayed. If you made a mis-
take, just hit E and re-edit the data.
Option nine will end the program if you
enter Y at the prompt, otherwise you will
be returned to the Main Menu.
Final Notes
To speed up the searches, all the data is
kept in BASIC arrays that are defined in
line 30. As written the program can hold
500 different articles. If you need more
room, redefine the variable X in line 30 to
a number higher than 500, then save a
new copy of the program. If vou get an
OUT OF MEMORY ERROR? change X to
a smaller number. If you need more space,
change the name of the catalog file in the
program to something else. -It doesn't mat-
ter what, just so the name is less than 16
74 AUGUST 1988
Programming/Magazine Article Cataloger'
characters and a file does not exist on the
same disk with the same name. When do-
ing this, you must change the name in
lines 60. 1030 and 1040. Then, resave the
program under a different name.
Finally, Magazine Article Cataloger
does not have to be used exclusively as an
article cataloger. With a few changes, the
program can be used to catalog anything
from records and tapes to video cassettes
and computer disks or just about any-
thing else you can think of. So the next
time you can't find that article or review,
all you have to do is load up Magazine Ar-
ticle Cataloger and let it do its magic. Qj
Bcfuri' lyjirng this program, «-j<i "How lu Enter Programs" and "How to l"«; ilu- Magazine
Entry Program " The BASIC programs in this magazFrie are available nu di*!* from Loadstar,
P.O. BOs 30008, Shrcrcpdrt. LA 7U3000Q"', I -800-831 -2694.
10
20
30
40
50
60
70
80
90
100
110
120
130
.1 3 5
140
145
150
160
170
180
190
200
210
220
230
240
Magazine Article Cataloger
■ SETUP -'BHVY
53281, 0:POKE 53280,
YELLOW, DOWNH
REM
POKE
: PRINT" [CLEAR
"TAB (14)CHRS (14) "WORKING" 'FXMJ
CLR:DIM EF,E$,T,S,AS,A,OA,Q,EC,KE$,
KE,MS$,FE'CMSI
X=500:SS=CHRS (13) :DIM MTS(X),
MIS(X) ,MAS(X) ,MPS (X) ,AAS(X) ,AT$(X) ,
MCS(X) 'EKIP
PRINT TAB (12) " [WHITE, DOWN2, SHFT L]
OADING CATALOG. .. "'CDJI
OPEN 15,8,15:OPEN 2,8,2,"0
: — CATALOG- -,S,R" 'COBK
COSUB 90: IF EF062 THEN GOTO
1120'GLGJ
CLOSE 2:MSS = " [DOWN, SHFT C,SHFT R,
SHFT E,SHFT A, SHFT T,SHFT E]
[SHFT N,SHFT E,SHFT W] [SHFT C,
SHFT A, SHFT T.SHFT A, SHFT L,SHFT O,
SHF'i GJ":GOTO 720'DJPU
INPUT#15,EF,E$,T,S: RETURN' CNCI
REM - MAIN MENU -'BKQX
GOSUB 1470* BENW
PRINT TAB(15) " [DOWN2,SHFT M,
SHFT A, SHFT I, SHFT N] [SHFT M,
SHFT E,SHFT N,SIiFT U,DOWN3]"
; PRINT" [YELLOW, SPACE2] 1, [SHFT C]
HOOSE BY NAME OF MAGAZ INE" ' DEWP
PRINT" [SPACE2] 2. [SHFT C]
HOOSE BY MONTH/YEAR"' BAKF
PRINT" [SPACE2] 3. [SHFT C]
HOOSE BY NAME OF ARTICLE" ' BAJL
PRINT" [SPACE2] 4. [SHFT C]
HOOSE BY AUTHOR'S NAME"'BABH
PRINT" [SPACE2] 5. [SHFT C)
HOOSE BY ARTICLE SUBJECT" ' BAUM
PRINT" [SPACE2J6. [SHFT C]
HECK ALL ENTRIES": PRINT" [SPACE2]
7. [SHFT AJPPEND TO CATALOG" ' CBLN
PRINT" [SPACE2] 8. [SHFT E]
UIT CATALOG" : PRINT" [SPACE2] 9 .
[SHFT Q]UIT"'CBSJ
INPUT" [DOWN3,UP, WHITE, SPACE2,
SHFT EJNTER CHOICE { 1- 9 ) " ; KES ' BETJ
IF KES<"l"OR KE$>"9"THEN GOTO
100'GJBJ
KE=VAL(KES) :ON KE GOTO 200,280,
360, 4 4 0,5 20, 6 00, 700, 8 30, 63 0'EUOP
REM - NAME OF MAGAZINE - ' BQJA
GOSUB 1470' BENX
PRINT TA3(7) " [DOWN2,SHFT S]
EARCH BY NAME OF MAGAZINE"
:Q=0'DFWI
INPUT" [DOWN2, WHITE, SHFT NJ
AME OF MAGAZINE [BLUE] ";TM$
GOSUB 1480'BEOB
BEEF
250
260
270
280
290
300
310
320
330
340
350
360
370
380
390
400
410
420
430
440
450
460
470
480
490
500
510
520
530
540
550
560
570
580
590
600
610
620
630
640
650
660
Q=Q+1:IF Q>A THEN 1490'FKVG
IF LEFTS(MTS(Q) ,LEN(TMS) }
OTMSTHEN 240'GURK
GOSUB 1500:GOTO 240'CIVF
MONTH/YEAR - ' BMGH
147U'BENG
TAB(9) " [DOWN2,SHFT S]
BY MONTH/YEAR":Q=0'DFDG
[DOWN2, WHITE, SHFT M] ONTH/
BEFD
REM -
GOSUB
PRINT
EARCH
INPUT"
[SHFT Y]EAR",-TM$'
GOSUB 14 80 'UEOA
Q=Q+1:IF Q>A THEN 1490'FKVF
IF LEFT? (MI$ (Q) , LEN (TMS) )
<>TM$THEN 320'GUFJ
GOSUB 1500:GOTO 320'CIUE
NAME OF ARTICLE -*BPMH
1470'BENF
TAB(13) " [DOWN2,SHFT S]
BY NAME OF ARTICLE" : Q=0 '
[DOWN2, WHITE, SHFT Nl
REM -
GOSUB
PRINT
EARCH BY NAME OF ARTICLE" : Q=0 ' .
INPUT"
AME OF ARTICLEfBLUE] ";TMS'BEGM
GOSUB 1480'BEOY
Q=Q+1:IF Q>A THEN 14 90 'FKVE
IF LEFTS (MAS (Q) , LEN (TMS) )
OTMSTHEN 400'GUVI
GOSUB 1500:GOTO 400'CITD
REM - AUTHOR'S NAME -'BOLG
GOSUB 1470'BENE
PRINT TAB (8) " [DOWN2]
SEARCH BY AUTHOR'S NAME" : Q=0 ' DFTN
INPUT" [DOWN2, WHITE, SHFT A]
UTHOR'S NAME[BLUE] ";TM$'BEDK
GOSUB 1480'BEOH
Q=Q+1:IF Q>A THEN 1490'FKVM
IF LEFTS (AAS (Q) , LEN (TMS) )
OTMSTHEN 480'GURH
GOSUB 1500:GOTO 480'CICC
REM - ARTICLE SUBJECT - ' BQCF
GOSUB 1470'BEND
PRINT TAB (8) " [DOWN2,SHFT S]
EARCH BY ARTICLE SUBJECT" : Q=0 ■ DFJN
INPUT" [DOWN2, WHITE, SHFT A]
RTICLE SUBJECT[BLUE] ";TM$'BEPK
GOSUB 1480'BEOG
Q=Q+1:IF Q>A THEN 1490'FKVL
IF LEFTS(ATS(Q) ,LEN(TM$) )
OTMSTHEN 560'GUKP
GOSUB 1500:GOTO 560'CIBK
Q=0:REM - SEARCH ENTIRE LIST
-'CVPH
Q=Q+1:IF Q>A THEN 1490'FKVG
PRINT" [CLEAR] ":GOSUB 1170
:GOSUB 1250:GOTO 610'EOPH
REM - QUIT -'BGSF
GOSUB 1470'BENF
PRINT TAB (18) " [DOWN2,SHFT
UIT" *CDHI
PRINT TAB(13) " [DOWN2,SHFT
Q]
A]
COMMODORE MAGAZINE 75
Programming/Magazine Article Cataloged
RE YOU SURE [BLUE] ";: INPUT KES'DIYN
670 IF LEFTS(KE$,l)="Y"OR LEFT$(KES,
1)="[SHFT Y]"THEN 696'HRIQ
680 GOTO 100'BDAJ
690 POKE 53281, 6:POKE 53280,14
:PRINT" (CLEAR, L. BLUE]"
:PRINT CHRS(142) :END'GYHS
700 REM - APPEND TO CATALOG -'BRMG
710 MSS=" [DOWN, SHFT A,SHFT P2,SHFT E,
SHFT N,SHFT D] [SHFT T,SHFT 0,
SHFT SPACE, SHFT C,SHFT A, SHFT T,
SHFT A, SHFT L,SHFT 0,SHFT G] "
:A=0A'CHIR
720 GOSUB 1470:PRINT TAB(11)MSS
:A=A+1'FPCJ
730 PRINT" [DOWN2, YELLOW, SHFT L]
NTER NAME OF MAGAZ INE : [GREEN] "
: INPUT MTS(A) 'CHJO
740 PRINT" [DOWN, YELLOW, SHFT E]
NTER MONTH/YEAR: [GREEN] "
:INPUT MIS(A) 'CHQN
750 PRINT" [DOWN, YELLOW, SHFT E]
NTER TITLE OF ARTICLE: [GREEN ] "
:INPUT MAS (A) 'CHXQ
760 PRINT" [DOWN, YELLOW, SHFT E]
NTER PAGE OF ARTICLE : [GREEN ] "
: INPUT MPS (A) "CHRQ
770 PRINT" [DOWN, YELLOW, SHFT E]
NTER AUTHOR'S NAME : [GREEN] "
: INPUT AA$(A) 'CHKR
780 PRINT" [DOWN, YELLOW, SHFT E]
NTER ARTICLE SUBJECT: [GREEN ] "
: INPUT AT$ (A) 'CHRT
790 PRINT" [DOWN, YELLOW, SHFT E]
NTER COMMENTS ON ARTICLE : [GREEN] "
: INPUT MCS(A) 'CHIV
800 INPUT" [DOWN, YELLOW, SHFT I]
S THIS CORRECT" ;KES
:IF KE$<>"Y"THEN A=A-1
:GOT0 720'IPHQ
810 INPUT" [DOWN, SHFT M] ORE DATA";KES
:IF KESO"N"THEN 720'FLEL
820 GOSUB 1020:RUN'CFUG
830 REM - EDIT CATALOG -"BNKJ
84 0 Q=0:HM$=" [HOME , DOWN6 ] " ' CGFJ
850 GOSUB 1470:PRINT TAB (15) " [DOWN,
SHFT E,SHFT D,SHFT I, SHFT T]
[SHFT C,SHFT A, SHFT T,SHFT A,
SHFT L,SHFT 0,SHFT G]":Q=Q+1
: IF Q>A THEN 990'ISTY
860 GOSUB 1170:POKE 781,24:POKE 782,2
:SYS 65520'EXDP
870 PRINT" [WHITE, SHFT P] RESS (RED][
[SHFT E] ] [WHITE] TO EDIT OR
[GREEN] [ [SHFT C] ] [WHITE]
TO CONTINUE" ' BAKV
880 PRINT" [SPACE2]LISTING. [SHFT H]
IT (L. BLUE] [[SHFT Q] ] [WHITE]
TO QUIT. " 'BAMT
890 GET KES:IF KE$=""THEN 890'EKYP
900 IF KE$="C"THEN 850'DGUG
910 IF KE$="Q"THEN 1000'DHUH
920 IF KESO"E"THEN 890'EGXJ
930 FE=1'BDJH
935 PRINT" [HOME, DOWN22 , SPACE2 , SHFT T]
YPE OVER THE OLD DATA WITH NEW
THEN'"BAOX
940 PRINT" [SPACE2] HIT [YELLOW] [
[SHFT R,SHFT E,SHFT T,SHFT U,
SHFT R,SHFT N ] ] . [ SPACE1 2] " ' BAGQ
950 PRINT HMS: INPUT MTS (Q)
:PRINT HMS + " [DOWN2] " ' EOHN
955 INPUT MI$(Q):PRINT HMS+" [DOWN4 ] "
: INPUT MAS(Q) 'ERJT
960 PRINT HMS+" [DOWN6] ": INPUT MP${Q)
:PRINT HMS+" [DOWNS] "
: INPUT AAS(Q) 'GVWS
970 PRINT HMS+" [DOWN10] ":INPUT ATS (Q)
: PRINT HMS+" [DOWN12] "
: INPUT MC$(Q) 'GVOT
980 Q=Q-l:GOTO 850'DHSO
990 PRINT" [CLEAR, RED, SHFT T]
HERE ARE NO MORE ENTRIES."
:FOR W=l TO 2000 : NEXT ' FIVY
1000 IF FE=1 THEN FE=0:GOSUB 1020
:RUN'GMPY
1010 GOTO 100'BDAU
1020 REM - SAVE CATALOG TO DISK - ' BTYA
10 30 PRINT#15,"S0: — CATALOG — ":EC=19
:GOSUB 1510'DNQE
1040 OPEN 2,8,2,"0:~-CATALOG — ,S,W"
:EC=19:GOSUB 1510'DQLG
1050 PRINT#2,A'BDEY
1060 FOR Q=l TO A'DDDB
1070 PRINT#2,MT$(Q) SSMIS(Q) S$MA$(Q)
SSMPS (Q) SSAAS (Q) S$ATS (Q) SSMCS (Q)
S$'BITN
1080 NEXT Q:EC=19:GOSUB 1510
:CLOSE 2'ENYG
1090 PRINT" [SHFT C]ATALOG SAVED.
[SHFT P]RESS A KEY TO
CONTINUE. "'BAJO
1100 GET KES:IF KES=""THEN 1100'ELHX
1110 RETURN'BAQU
1120 REM - GET CATALOG FROM DISK
-'BUJC
1130 INPUT#2,A$:A=VAL(A$) :OA=A
:FOR Q=l TO A'HSCF
114 0 INPUT#2,MTS(Q) ,MIS(Q) ,MAS(Q),
MP$(Q) ,AAS(Q) ,ATS(Q) ,MC$(Q) 'BARJ
1150 NEXT Q:EC=0:GOSUB 1510
:CLOSE 2'EMRE
1160 GOTO 100'BDAB
1170 REM - PRINT LIST -'BLCE
1180 SPS=" [SPACE2] " :PRINT" [DOWN2] "
:PRINT" [SPACE2,SHFT M]AGAZINE
: [YELLOW] " :PRINT SPSMTS (Q) ' EPLM
1190 PRINT" [WHITE, SPACE2, SHFT M]ONTH/
[SHFT Y] EAR: [YELLOW]"
:PRINT SPSMIS(Q) 'CKHL
1200 PRINT" [WHITE, SPACE2, SHFT A]
RTICLE NAME: [YELLOW] "
:PRINT SP$MAS(Q) 'CKRD
1210 PRINT" [WHITE, SPACE2, SHFT P]
AGE OF ARTICLE: [YELLOW] "
:PRINT SPSMP$(Q) 'CKFF
1220 PRINT" [WHITE, SPACE2, SHFT A]
UTHORS NAME: [YELLOW] "
:PRINT SP$AAS (Q) 'CKOF
Continued on page 112
76 AUGUST 1988
Amiga Software Reviews/ Ferrari Formula One'
Continued from page 32
At Fiorano, there are 44 sensors around
the track, so you can compare segment
times from lap to lap to determine your
weak areas. Since your Ferrari is the only
one on the track, you don't have to worry
about avoiding or colliding with other
cars, As you drive, the scenery (which is
different at each track) moves quite
smoothly, especially when the car takes
turns. On a straightaway, however, the
buildings and terrain to the front don't get
larger as you approach them. One nice
touch is that the view in your rear-view
mirrors changes as you drive to actually
reflect what is behind you. If you stray
off the track, you are politely bumped
back on.
Once you have practiced to
your heart's content, you can
pull off to the paddock and
make final adjustments to
your Ferrari.
Once you have practiced to your heart's
content, you can pull off to the paddock
and make final adjustments to your Fer-
rari. When you're satisfied, it's off to the
races. Click on the area of the paddock
with the trucks and off you go. A screen
showing a map of the world appears with
icons depicting the weather. A requester
box comes up, and you can click on the
track of your choice. A small jet plane
then streaks across the map to whisk you
to your destination. Each track has its
own paddock area which looks identical
from track to track. Information about the
track you are at appears at the top of the
screen, and you are advised whether the
track is open or closed. If closed, you can
still practice there, but the track will only
officially open several days prior to the ac-
tual race. As the simulation begins in
January, 1986, you might well end up at a
track several months before (or after I the
actual race. The date, however, can be ad-
justed from the Race Control Panel.
Each Grand Prix race has six distinct
track sessions which are spread out over
three days. These are documented in the
manual. On the first day, session one
(practice) starts at ten in the morning.
Here you get the feel of the track. At two
in the afternoon, the first qualifying ses-
sion begins. How well you do here helps
determine your starting position. The two
sessions on the second day mirror the
first. On day three, there is a 30-minute
warm-up session in the morning followed
by the actual race in the afternoon.
Each race is two hours or 310 kilome-
ters, whichever is reached first This en-
compasses from 45-90 laps, depending on
the length of the course. Using the Race
Control Panel, however, you can shorten
the race to a more desirable length as
your finger and wrist can get mighty tired
after a while. These sessions differ from
Fiorano as there are other cars on the
track which, of course, make driving all
the more difficult and treacherous. If you
don't know what you're doing, you're like-
ly to collide with another car very early on
and end the race (and perhaps the season)
right then and there. Most likely, the oth-
er cars will zoom out ahead of you and dis-
appear into the sunset. If you're slow
enough, eventually they will catch up
with you and zoom past you again, al-
though it's fun watching them in your
rear-view mirror. If you manage to com-
plete the race, your time and standing will
be displayed and saved to you:- disk, so
you can see how you fared at the end of
the season. Now you can either return to
Fiorano to adjust your systems and prac-
tice some more or proceed to the next race.
Ferrari Formula One is really two
games in one. If you just want to have fun
racing around the courses with a stock car,
you can do just that. The course layouts
are true to life, and although the dia-
grams of the courses in the manual show
dear distinctions, they tend to feel alike
while you are racing (a few more right
hand curves here, a few more left hand
curves there). If you want to take full ad-
vantage of the simulation, it's fun to
tweak the various systems of your car and
see the difference, although the ever-pres-
ent Mauro will make you wonder whether
you should contradict him at all.
The manual is complete but often hard
to follow. Although Electronic Arts has
sprinkled helpful notes liberally through-
out the manual, the meaning of the
graphs in both the Dyno Room and Wind
Tunnel is never fully explained and to this
day remains a mystery to me.
Viewed as an arcade racing game,
Ferrari Formula One can keep you glued
to the screen, your hand clutching the
mouse, trying to negotiate hairpin turns
and avoiding other cars and drivers who
are clearly better practiced than you. But
who knows, toward the end of the Grand
Prix season, you just may work your way
up to the pole position— with a little help
from Mauro, of course. g
200 PROGRAMS
C-64® & C-128®
220 Programs on 10 Disks
FOR ONLY $39.95
Plus $3.00 S&H (Foreign-$5.00)
(C-128 programs run in the C-128 Mode)
Dear Friend
The offer discribed above is not a misspfint.
We will send you ten disks containing 220
fine public domain programs lor either the
C-64 or C-128 for only $39.95 (U.S. funds)
plus $3.00 shipping & handling (U.S. and
Canada). Foreign shipping is $5.00.
Please note that the C-128 programs run in
the C-128 mode and load in the "burst"
mode with the 1571 drive,
Public domain programs are programs
which were not copyrighted or which have
been released from copyright status. Many
were formerly commercial programs, and
many others were written by professional
programmers who released them into the
public domain as a public service.
QUALITY: We have over 3000 public
domain programs for the C-64 and C-128.
We have selected 220 of the best programs
for each computer for this offer. We honest-
ly believe that this is the best software value
available anywhere.
TYPES OF PROGRAMS: Each of
our disks contains a selection of programs
in the categories of utilities (programming
aids, computer and drive utilities, printer
utilities, etc.); games (both arcade and
text); education (including educational
games); home/business; and music,
INSTRUCTIONS: We are the only
major distributor of public domain
programs that provides instructions for all
our programs - either as part of the program
itself or in a separate instruction file.
GUARANTEE: We are also the only
company that offers a money back guaran-
tee for public domain programs. If you are
dissatisfied with our disks, return Ihem
within 15 days of receipt for a refund (less
shipping and handling costs and a 20 per-
cent restocking fee).
HOW TO ORDER: Use our toll free
number to order and charge it to your VISA
or Mastercard, or send a check or money
order. If ordering be mail, be sure to tell us
which computer you have.
ADDITIONAL INFORMATION: We
have a brochure which contains the disk
directories of all the disks, Write us or circle
our reader service number at the back of
this magazine.
Sincerely,
Lynne Adams
ADAMS SOFTWARE
801 HENRYETTA, SUITE 2
SPRINGDALE, AR 72764
» Commodore 64 & 128 are trademarKs of
Commodore Eloclronfcs Ud.
PHONE ORDERS: MON-FRI, 8-6 CENTRAL
1-800-634-0989
128 MODE"
by Mark Jordan
Foolproof-Files
Explore the Commodore 128 in its
powerful native mode. Some of
the articles in this column may be
technical, some not so technical —
but we guarantee that they will
spark your creativity.
Foolproof-Files is a program you need
if: 1) you'd like an easy-to-use pro-
gram loader that works on any and every
disk, 2) you'd like an easy-to-use file load-
er that works within any program. It's the
program I wish someone had written for
me before I wrote ArcheType, a word pro-
cessor published in Commodore Micro-
computers in May/June 1986,
I was looking tor a slick way to lei the
user load word processing fdes without
having to type in the names (you know
how easy it is to mistype I. Even with the
128s convenient DIRECTORY command
there seemed no easy way to turn those di-
rectory filenames into variables that I
could manipulate.
Foolproof-Files does just that. It will
read the directory (or a selective directory)
and turn each filename into a subscripted
variable. The files are then listed in a win-
dow centered neatly on the screen. The
user simply cursors up or down to the file
he wants, presses RETURN and the pro-
gram (or file) loads and runs. If there hap-
pens to be more directory items than a
single window can hold, no problem. The
window scrolls its contents up and down.
The program isn't long, so type it in
now. Use the Magazine Entry Program to
make the job easier. Then save it to any
and every disk you own.
Using Foolproof-Files as a
Program Loader
Using Foolproof-Files is as simple as
running the program. Computer pros like
yourself will have no trouble using it. But
don't stop there. Use Foolproof-Files to
make gift disks that even the least com-
puter-handy of your friends will be able to
use easily.
There are two ways to make Foolproof-
Files even more convenient as a program
loader. One is to place Foolproof-File.- as
the first program in the directory'- Doing
so will allow the user to simply place the
disk in the drive, press SHIFT-RUN/
STOP and start cursoring. Lf you don't
know how to place a file in the first slot on
the directory, fear not. The Shell program
that comes with the 1571 drive makes it
easy. Place your 1571 Test Demo disk in
the drive, turn on your 128 and, after the
Shell program has booted, slip whatever
disks you have Foolproof-Files saved on
into the drive, press Fl. select Rearrange
Files and follow the prompts.
The second way to improve convenience
is to create a boot sector that automatical-
ly loads and runs the program when the
computer is turned on with a disk in the
drive. If you've never created a ''boot disk"
here's an easy way tu do it.
Place your 1571 Test-Demo disk in the
drive and DLOAD "Autoboot Maker"
Take out the TestDemo disk and place the
disk with Foolproof-Files on it in the
drive. RUN the program. When the com-
puter asks whether you have a BASIC or
binary file, choose BASIC. Then type in
"Foolproof-Files" when it asks for the
name of the program you want as a boot
program, and the rest will happen auto-
matically.
One sticking point remains: machine
language programs. These are programs
that must be loaded into memory-specific
locations, you know, the ones you load
with a BLOAD on the 128 or ,8,1 on the
fi4. The remedy is simple: write a boot pro-
gram to load these. For example, if you
have an ML program called "GrimtMan"
on a disk which you formerly had to load
like this:
LOAD ■•Grunt-Man".8,l:SYS 49152
you can now simply turn that into a pro-
gram by typing
10 LOAD "Grunt-Man" .8.LSYS 49152
Save the above with a name such as
"Grunt-Man.boot." Now when the window
of files comes up. cursor to this one and
press RETURN to tun the program. (See
notes below on how to create a selective di-
recton loader so that only run-able pro-
grams will show' up in the window, i
Using Foolproof-Files as a File
leader
Incoiporating this program as a subrou-
tine within other programs is almost as
easy. There are just a few things you need
to know.
First, renumber whatever program you
want this directory loader to appear in so
that the first line number is 30 (or great-
er) and the last line number is less than
10000. Now type in Foolproof-Files (with
the original program already in memory).
Foolproof-Files uses only variables be-
ginning with the letter Z (such as Zl, ZlS,
ZC, etc.), so as long as you don't have any
Z variables in your program there's no
problem. If you do have any, either change
them to another name, or prior to GO-
SUBing to the Foolproof-Files subroutine,
save all your Z variables then reset upon
exiting.
Finally, delete lines 20 and 21.
Now any time you want your program
to show the directory (and allow the user
to select a file from it), simply include this
line:
GOSUB 10270.GOSUB 10010
Upon returning from 10010 you'll have
the name of the file that was selected in
the variable Z$. You can then load it how-
ever you need to for your use. I For exam-
ple, if it's a sequential file, DOPEN
#2j 2$ i get.- things started.)
One final note: the screen's contents are
not saved when you use Foolproof-Files. If
you want the window to be replaced with
the original screen layout after calling
this routine, you'll need to include your
own screen routine lor use the screen-save
routine published in this column in the
February 1988 issue).
One more' final note: if you want a selec-
78 AUGUST 1988
128 MODE; Foolproof-Files
Machine Language Directory Routine
-Entering the routine (fa,fb) points to string pointer
-(fc,fc) points to actual address of string
OOcOO 20 37 Oc jsr $0c37
00c03 20
cf
ff
jsr
$ffcf
00c06 20
2<i
Oc
jsr
$0c2d
00c09 bO
la
bcs
$0c25
OOcOb c9
22
cmp
#$22
OOcOd dO
f4
bne
$0c03
OOcOf 20
cf
ff
jsr
$ffcf
00cl2 20
2d
Oc
jsr
$0c2d
00cl5 bO
Oe
bcs
S()c25
00cl7 c9
00
cmp
#$00
00cl9 fl)
eS
beq
S0c03
OOclb c9
22
cmp
#S22
OOcld fO
50
beq
$0c55
OOclf 20
82
Oc
jsr
$0c5c
00c22 c8
iny
00c23 dO
ea
bne
$0cOf
exit for end of directory
00c25 e6 fe
inc $fe
00c27 a2 01
ldx
#$01
00c29 20 c6 ff
jsr
$ffc6
00c2c 60
its
status bit check
00c2d 18
clc
00c2e aa
tax
00c2f a5 90
Ida
$90
00c31 dO 02
bne
$0c35
00c33 8a
txa
set file for input and set (fe)
to point to actual string addr
in bank 1
get a byte from opened file
check status bit
if carry set we're outta here
,now see if A is a quote (first
of 2)
if not go back and repeat
inside quotes, start getting
bytes
check status again each time
if set must be end of file
if chrS(01 this item is junk
so go back to start
check if second quote
if it is then end of dir item,
exit routine
else STASH A at (fc)
and inc Y offset
and jump back for more
bytes
;set fe>0 to show directory is
;done
;resetjchkin
;( it has to be done)
;exit
;clear flag
;save A
;check status flag
;if st>0 then branch
;get A back
00c34 60
its
return with carry clear
00c35 38
sec
set carry if st>0
00c36 60
its
setup input channel and point (fc) to string address
00c37 a2 02
ldx
#$02
select file number to
00c39 20 c6
ff
jsr
$ffc6
set current file for input
00c3c aO 01
ldy
#$01
now get second byte after (fa)
00c3e 20 4e
Oc
jsr
$0c4e
which points to actual ad-
dress of string
00c41 85 fc
sta
$fc
which we'll store at (fc)
00c43 c8
iny
increment y offset
00c44 20 4e
Oc
jsr
$0c4e
get next byte of address
00c47 85 fd
sta
$fd
finish preparation
00c49 aO 00
ldy
#$00
00c4b 84 fe
sty
$fe
fe = 0 until directory is com-
pletely read
00c4d 60
its
get byte from bank 1 at (fa),y
00c4e a9 fa Ida #$fa
00c50 a2 01 ldx #$01
00c52 4c 74 ff jmp $274
reset jchkin to 1
00c55 98 tya
00c56 48 pha
00c57 20 27 Oc jsr
OOcSa 68 pla
OOcob 60 its
stash routine
.select zeropage address
.choose bankl
get byte zp points to bankl
and return
;save Y
$0c27 ;reset jchkin
;get back Y
00c5c a2 fa ldx #$fc
00c5e 8e b9 02 stx $02b9
00c61 a2 01 ldx #$01
00c63 4c 77 ff jmp $ff77
point STASH to (fc)
store
select bank 1
STASH and return
tive directory, change the variable DR$ in
line 10270 to whatever you want. For ex-
ample, to list only the files starting with a
"W.", change it to DRS = "W.*" Be sure to
include the asterisk (*) on the end as a
wildcard.
What Made It So Hard?
I've done a lot of programming over the
years, both in BASIC and in machine lan-
guage. What made a program like this so
difficult to do on the 128 was reading the
directory in machine language and saving
each filename as a variable. Sometimes
meshing BASIC with ML gets tricky, es-
pecially due to the 128's banked variables.
For those of you interested in how the
job gets done, here's a brief overview of the
program logic. I've included a commented
machine language disassembly for those
who want to study it in even more detail.
The subroutine beginning in line 10270
opens the directory as a file. Starting with
line 10300 the routine jumps into a ma-
chine language subroutine at
DECrOCOO") which grabs the directory a
byte at a time, finds the quotes, and turns
what's in-between quotes (the filenames)
into the variable Z3S. Upon exiting this
ML subroutine the accumulator contains
the length of the filename it has just
found. That's whv line 10300 has an
RREG ZO following the SYS command.
This makes the variable Z0 equal the
length of the filename which we will use
in line 10320 to strip off excess characters
from previous filenames.
The rest of the 10270 subroutine com-
pletes the process of turning all the direc-
tory items into the Zl$0 array.
The other subroutine — 10010 — has a
different task. It takes this array and
prints it on the screen so that the user can
cursor quickly up and down to find and
load any file.
An idiosyncrasy of the 128 that you
should know about concerns line-linking.
It can cause the screen format to get
messed up and add an extra line if you
print to the right edge of a window. Line
10070 prevents this line-linking from
happening with POKE 248, PEEK(248)
OR 64. If you ever run into this problem,
try this poke.
That's a brief overview. The commented
source code gets into the nitty gritty.
Study it to learn more. Whether you're a
programmer or not, Foolproof-Files will
make a handy addition to your disk collec-
"on- Continued tin page 80
COMMODORE MAGAZINE 79
Attention
Programmers
Have you written a program that you would like to
share with others - - and make a little money
while you're at it?
Commodore Magazine
is now accepting
quality programs.
A BASIC routine for handling a difficult problem
A project that uses the Commodore 64, 1 28 or
Amiga
A game that is sure to win over the world
A utility for helping with mundane chores
A machine language routine to make programming
easier
Send for your Guidelines for Writers
today!
Commodore Magazine,
1200 Wilson Drive, West Chester, PA
ATTN: Guidelines for Writers
9380
128 Mode /Foolproof-Files
Continued from page 19
Before lyping [hisprugram. read Hem to Entei Program' .md "How n> Use ihe Magazine
Entsy Program." The BASIC, programs in thi- magazine are available »n disk from Luadstar.
PO Bos 30IXB. Sbicveport, LA 711300007, 1-800 831-269*1.
Foolproof-Files
10 Z3S = " [5PACE18]":Z4S=Z3S:ES=CHRS(27)
:JS=ES+"J" 'GWCI
11 DIM Z1S (144) "BIFA
12 FOR ZZ=0 TO 101:READ AS
:POKE 3072+ZZ, DEC(AS) :NEXT' IWUI
13 DATA 20,37,0C,20,CF,FF,20,2D,0C,B0,
1A,C9,22,D0,P4,2O'BWSK
14 DATA CF,FF,20,2D,0C,B0,0E,C9,00,F0,
E8,C9,22,F0, 36,20'BWCL
15 DATA 5C,0C,C8,D0,EA,E6,FE,A2,01,20,
C6,FF,60,18,AA,A5'BWBM
16 DATA 90, DO, 02, 8A, 60, 38 , 6U - A2 , 0 2 , 20 ,
C6,FF,A0,01,20,4E'BWNH
17 DATA 0C,3 5,FC,C8,20,4E,0C,B5,FD,A0,
0O,84,FE,60,A9,FA'BWKO
18 DATA A2,01,4C,74,FF,98,48,2*J,27,0C,
68,6G,A2,FC,8E,B9'BWJP
19 DATA 02,A2,01,4C,77,FF'BRGK
20 GOSUB 10270:GOSUB 1001U'CLNB
21 RUN(ZS) 'BENA
22 REM DELETE LINE 21 TO USE WITHIN A
PROGRAM' BGLJ
10010 ZW=ll:SLOW: IF RW1 NDOW ( 2 ) =80
THEN ZW=31:FAST' ITNC
10020 WINDOW ZW,4,ZW+17,21,1
:P0KE 248,PEEK(248)AND 191'FDDC
10030 PRINT" [RVS ,GREEN|
"LEFT$(Z1$(0) + Z4S,
17)CHRS(27) "M"'ESPA
13040 FOR ZZ=1 TO 1 5 : PRINT" [ RVS , GREEN j
[L. GREEN] "LEFTS(Z1S(ZZ)+Z4S,
16)" [GREEN] ":NEXT'HWXF
10050 Z5S=" [RVS, GREEN] [L. GREEN,
SPACE16, GREEN] ":IF Z2>15 THEN
Z5S="[RVS] [L. GREEN]
MORE [GREEN] "' FLCD
10060 PRINT Z5S:PRINT" [RVS, GREEN,
SPACE19] "'CEYB
10070 POKE 248,PEEK(248)OR 64'DLSC
10080 WINDOW ZW+1, 5,ZW+16,20
:PRINT"[L. GREEN]
"LEFTS(Z1S (1) +Z4S,16) 'GENE
10090 ZC=1:ZT=1:ZD=ZC'DMNF
10100 DO: REM BEGIN DO LOOP'CMEV
10110 GET KEY ZZS:IF I NSTR ( " [ UP, DOWN ]
"+CHRS(13) ,ZZS)=0 THEN
10110' IUOD
10120 IF ZZS=CHRS{13)THEN EXIT'FHLY
10130 IF ZZS=" [UP] "THEN BEGIN
:IF ZC=1 THEN 10240'HNUD
10140 ZC=ZC-1'CFYX
10150 GOTO 10200'BFXX
10160 BEND'BBXY
10170 IF ZZ$=" [DOWN) "THEN BEGIN
:IF ZC=Z2 THEN 10240'HOHB
! 10180 ZC=ZC+1'CFXC
10190 BEND'BBXC
10 200 CHAR, 0,ZD-ZT, LEFTS (Z15 (ZD) +Z4$,
16) , l'EAQB
10210 IF ZC<ZT THEN PRINT ES"W"
:ZT=ZT-1'GMXB
10220 IF ZOZT+15 THEN PRINT E$"V"
:ZT=ZT+l'HOKD
10230 CHAR, 0,ZC-ZT, LEFTS (Zl$(ZC)+Z4S,
16) :ZD=ZC'FDKA
10240 LOOP:PRINT" [HOME2] "
:ZS=Z1S (ZC) 'DLKB
| 10250 RETURN'BAQX
10270 DRS = "*":OPEN 2 , 8 , 0 , "S : " + DRS
:IF DS>19 THEN GOSUB 10380
:GOTO 10340'IEEF
10280 Z5=POINTER{Z3S) : Z3=INT (Z 5/2 56)
:Z4=Z5 AND 255:POKE 250, Z4
:POKE 251,Z3'JPLK
10290 Z1=0'BDID
10300 DO:SYS DEC("0C00") : RREG Z0'EHJY
10310 IF PEEK(254)>0 THEN EXIT'FGXY
10320 ZlS(Zl) =LEFTS(Z3S,Z0)
:Z1=Z1+1'EVDD
10330 LOOP'BAKW
10340 CLOSE 2'BBJX
10350 FOR ZZ=Z1 TO Z3:21S (ZZ) =""
:NEXT'FPEF
10360 Z2=Z1-1: RETURN 'DGID
10380 PRINT"[SHFT D]ISK ERROR!"
: SLEEP 3 :DCLEAR: RETURN' EGMD END
80 AUGUST 1988
Adventure Road Infoconi Goes Graphic, EA Gets Wasted'
Continued from page 4b'
or her Intelligence. You can spend these
on Clip Pistol, Demolition, Bureaucracy
and 23 other skills. When someone is pro-
moted, he gets two "adventure points"
that can be used to boost any of his attri-
butes. If you add some to Intelligence,
you'll be able to learn new skills or en-
hance current ones at the nearest Libraiy,
which is the game's equivalent of a Guild.
Skills are also improved with use.
In most role-playing games, your char-
acters' skills determine how effectively he
performs related tasks. That is true here,
but Wasteland also uses skills the way
they're applied in a pen and paper RPG.
When faced with a steep cliff, you must
use your Climb skill, lb do so, you press
"U," pick a character, and punch "S" for
Skill. Then you rap another key to indi-
cate the direction in which vou want to
Climb.
In your travels you'll meet and can hire
up to three NPCs, non-player characters
who make many decisions (such as who to
fire at in combat) for themselves. They
might have clues that help solve various
puzzles, too. But most clues are revealed
in the scene's text descriptions, a charac-
ter's text window (that offers a parser so
you can type in a few words! or a separate
booklet of over 100 numbered paragraphs
to which the game refers you at certain
points. The puzzles are unusual, often
reminiscent of those in a text game. Many
are the sort you can think through logical-
ly without having to map every square
inch of a maze. (Mapping, in fact, is hard-
ly necessary, although there are many
towns, buildings and other areas to ex-
plore.)
Lots of puzzles have multiple solutions.
If you don't know the safe's combination, a
character's Safecrack skill might open it.
Also, vital objects are often found in sever-
al places: I found two Sonar Keys, for ex-
ample. And it's a good thing, because once
you grab an object in this world, it's gone
forever— you can't return and get it again
or repeat an encounter to score extra expe-
rience points as with the Bei-serkers in
Bard's Tale.
Most of the time you see an aerial view
of the town or outdoors, but in combat you
get a picture of the enemy and a text
menu for making decisions (like Bard's
Tale, also an Interplay production). Each
party member can carry up to 30 items,
from Uzis to LAW rockets and laser pis-
tols. You can divide the group into several
bands, (sometimes necessary to solve puz-
zles). The View command lets you switch
to see another group, even if it's currently
located in an area on another disk. ( Waste-
land covers lxjth sides of two disks.) A
handy utility lets you print all character
stats and possessions.
This is one game I'm seeing through to
the end. 1 like the way skills and charac-
ter development are handled, and the sto-
ry is original — more than just another
"after the bomb" scenario. Part of the rea-
son is that it was written by Ken St. An-
dre and Michael Stackpole, both well
known in the realm of pen and paper role
playing. Stackpole's prose is fresh and viv-
id, even in the scrolling combat reports.
The puzzles, too, are a welcome change of
pace from those encountered in typical
role-playing games. From what I've seen
this year, Wasteland is currently the front-
runner for "Best Quest of 1988."
Incidentally, this and Bard's Tale IU are
the last Interplay games that will be mar-
keted by Electronic Aits. Interplay is now
publishing its own software, distributed
by Broderbund. Their first independent
release will be an Amiga strategy game;
the next will be a 64 RPG based on the sci-
ence fiction novel Newvmancer. ra
Amiga Software Reviews/Fire Power
Contin ued from page 38
alike. So as men come scrambling out of a
pile of smoking rubble you have to quick-
ly determine which are enemy troops and
which are on your side. If you delay too
long, the enemy troops may get away. But
if you shoot too soon you could hit your
own troops. If they are friendly troops, it is
your duty to wait for them to climb on
board your tank and rescue them. Rescu-
ing troops presents still another chal-
lenge. If you move too quickly you may-
run over your own men, but if you delay
too long your tank may come under en-
emy fire or helicopter attack. Dozens of
features and actions like these establish
new standards that other arcade design-
ers and programmers will be hustling to
match. All this is done using beautifully
sculptured graphics, digitized sounds and
real-time speed.
I wouldn't be earning my money if I
couldn't find something about the game
which I didn't like. Here's my complaint-
explosive mines. Each tank carries and
can plant mines which will be activated
when your opponent gets too near. These
are seeded by a particular sequence of
joystick movements— you stop the tank.
press the fire button and shift into re-
verse. If all goes well, a grey cylinder with
a dark triggering button appears on the
ground. You can plant these around your
headquarters' flag (your opponent's tar-
get), and around gates or breaches in your
defense walls.
If done right, mine fields can greatly in-
crease your defenses and frustrate your
opponent. But I've found they destroy my
tanks more often than my opponents'. I
have never quite mastered the command
sequence. I usually drop a mine by acci-
dent in the heat of maneuvering and end
up blowing my own tank off the map rath-
er than my enemy's. I would have pre-
ferred a keyboard command (like press M
to drop mine) rather than the dangerous
joystick signal. Another complaint is that
there is no way to diffuse a mine leven
cannon fire will not destroy them) without
touching it.
Hopefully, any new releases of Fire
Power will either reroute the "drop mine"
command or simply remove mines from
the arsenal of weapons. Still, on a scale of
one to ten, I would giveFj'/i? Power a 9.5. It
is a top-notch game at an affordable price.
It has earned a permanent slot on my soft-
ware library shelf. g
SUFFERING FROM . . .
TEST-ITIS?
TAKE 2 ASPIRIN AND
CALL TOLL-FREE . . .
1800-422-0095
FOR DETAILS ON OUR
TESTMASTER
• MAKES TESTS FROM 1 TO 999
ITEMS AND ALTERNATE
FORMS OF THE SAME TEST.
• END TEST RE-TYPING.
• PRODUCE MULTIPLE CHOICE.
T-F, SHORT ANSWER AND
COMPLETION TESTS.
• UPPER/LOWER CASE AND
COMPLETE EDITING
FOR APPLE II FAMILY, 32K PET,
COMMODORE 64/_128. AND IBM
"~ FREE TRIAL IN YOTJR SCHOOL
FOR 30 DAYS
nnltl t^f* Ofl P'"S S2.00 shipping
Only »J3.UU VISA/MASTERCARD
MICHIGAN AND AFTER 5:00 P.M.
313/477-0897
MIDWEST SOFTWARE
Box 214 • Farmington. MI 48332
/MVUG^UPDATE
Video Editing
We've all seen scenes of video editing
suites. The editor has a control pan-
el in front of him that looks like it could be
used to maneuver a 747, and images on
half a dozen monitors compete for atten-
tion. Several hundred thousand dollars
worth of hardware is rack mounted on the
walls; the overriding feeling is expensive.
Video editing can be a costly endeavor,
but it doesn't have to be. You can get re-
sults from acceptable to excellent with
home equipment and a shoestring budget.
It is, however, important to understand
the basics of editing before you begin.
Video tape recording got its start in the
fifties as a spinoff of the audio tape record-
er. Preliminary research had shown that
some means had to be devised to handle
the higher information density that video
required. At first researchers tried speed-
ing up the rate at which tape passed the
recording head. At one point an early
RCA prototype ran tape at 30 feet per sec-
ond, using up over a mile of tape to record
four minutes of material.
Ampex solved the problem by designing
rotating recording and playback beads
that increased the density of infoiTnation
on the tape while keeping tape speeds rea-
sonable. In 1959 "Toshiba introduced heli-
cal scanning heads, the technology used
in VCRs today.
The helical scanning head works by re-
cording a full field of video as a single
slanted video track running across the
videotape (See Dlustration li. The video
track is almost four inches in length; this
is accomplished by wrapping the video-
tape around the head drum just over half-
way (See Illustration 2). Each head drum
has two recording heads, and each head
records a video field at a time. The fields
are interleaved on the tape just as they
are when displayed on the screen.
Additional information is also recorded
on the videotape. Audio tracks are record-
ed by separate linear audio recording
heads, and a control track of magnetic
pulses spaced at even intervals is placed
at the bottom of the tape. The control
track is used to tell the VCR the location
of each frame of picture information.
Take another look at Illustration 2. No-
tice the location of the bulk erasehead It
is located separately from the video re-
cording heads. It is used to erase every-
thing on the videotape, and it does so as
by Matthew Leeds
/
■
■--"■■■
J
v y
...
Several companies have
announced hardware and/or
software that will let the
Amiga act as an edit
controller.
the tape passes by it. Since it does not ro-
tate, it erases not on a diagonal (the way
the rotating video heads record I but per-
pendicularly to the tape direction. This re-
sults in video tracks at the start and end-
ing points of erasure that have been only
partly erased (See Dlustration 3).
The video sync signals that are a part of
the video information are disrupted by the
partly erased video tracks. If your VCR
does not tecreate the exact sync start
point when it rerecords over the erased
portion you will get a "glitch." You will
also get a glitch if you record video over
video. Since most VCRs back up slightly
when you pause while recording, and the
bulk erase head is too far away from the
recording heads to erase the portion of the
tape backed up, you get a glitch. You can
also get a glitch if the control track is not
contiguous.
All of these problems can be solved by
Illustration 2
using a VCR that has flying erase heads.
These are video erase heads that are on
the rotating video drum along with the re-
cording heads. These flying erase heads
erase only the video tracks, and do so in
the same diagonal partem in which they
were recorded. No backspacing is re-
quired, and the edits are more accurate.
Flying erase heads can be found on
many 8mm video systems, some high-end
Beta systems, and on at least one VHS
system, the Panasonic AG1950. Some
VCRs that do not have flying erase heads
offer a feature called video insert or video
dub. This feature turns off the bulk erase
head and records directly on top of the ex-
isting video signal by applying a stronger
recording signal to overwrite the existing
information, This can only be used once,
as the stronger signal used to overwrite
the first signal cannot be overwritten it-
self.
The simplest form of editing requires a
single VCR with record capability, and a
playback VCR. You connect your record-
ing VCR to the playback VCR, connect a
monitor to the playback VCR, and put the
video cassette that contains your original
tape into the playback VCR. Roll the tape
to the first scene you want to dub to your
recording VCR (make sure you have a
blank tape in it), pause the tape, put your
82 AUGUST 1988
Amiga Update /Video Editing
recording VCR into record and pause si-
multaneously, then take both VCRs off
pause at the same time. Put the recording
VCR on pause when you've recorded all of
the first scene. Now find the next scene
you want on your playback VCR, pause it,
then start both VCRs at the same time
again.
Although this will work, it's a lot of
work, and the edits will not be clean. Since
VCRs have moving parts (the tape trans-
port) it takes a few moments for them to
come up to speed. The playback VCR will
not be producing a clean signal until it
gets up to speed. It would be better to start
the playback VCR rolling, wait until the
new scene just starts and then start the re-
cording VCR. This is called preroll.
This would all be much easier if it were
automated. That is, if there were some
way to control the playback and record
VCRs without having to manually start
and stop them. There is a way by using a
device called an edit controller. The edit
controller plugs into both VCRs and lets
you set up edits from a single keyboard.
Edit controllers let you monitor tape posi-
tion both from the scene displayed on the
preview monitor and via a numeric read-
out of the control track. Most VCRs have
a Control L jack on their back panel that
interfaces to an edit controller.
Some edit controllers can store a series
of edits and perform them sequentially.
These editors store an edit fist of the be-
ginning and ending points of scenes you
want to assemble on an edited tape. Once
you have set up your edit list by preview-
ing each scene and queuing the edit con-
troller, the edit controller will assemble
your edited copy automatically. If you
want to change an edit or a sequence of
edits, just change the edit list and let the
edit controller re-assemble a new edited
copy.
Several companies have announced
hardware and/or software that will let the
Amiga act as an edit controller. Prism
Computer Graphics, Mimetics, and Inter-
active MicroSystems are some of the com-
panies that either have products on the
market or are about to release products.
Edit controllers and edit lists are only
as accurate as the control information
they use. Simple edit controllers use the
control track laid down by your VCR. This
is just a simple set of pulses with no nu-
meric indexing information. If the VCR
loses count of a control pulse, the indexing
becomes inaccurate.
'lb better understand control track in-
formation and how it is used, we need to
You can create some simple
transitions with a single
playback deck and your
Amiga equipped with a
genlock.
look at the difference between VHS, Beta,
and 8mm videotape systems. The impor-
tant difference is in how the tape is han-
dled during rewind and fast forward. In
VHS systems the tape is unwound from
the video drum during fast rewind or fast
forward. This causes loss of contact with
the control head and loss of control pulse
count. Beta and 8mm systems do not un-
wind the videotape from the video drum
and therefore maintain a consistent con-
trol pulse count.
A new VHS system called Quick Start
has been introduced that does not unwind
the videotape from the video drum. Ori-
ginally introduced by Akai, Quick Start is
likely to migrate to all S-VHS systems
soon. Along with Quick Start a new index-
ing system introduced by JVC, called
CTL, will add the ability to find up to
9,999 designated addresses on a tape.
These addresses are coded directly in the
control track and do not require counting
control pulses to find an address. The CTL
system will also allow for a real-time rea-
dout in hours, minutes and seconds in-
stead of just looking at the tape counter.
Professional editing systems use a con-
trol system called SMPTE Time Code.
SMPTE encodes a unique identification
for every frame of video. This lets an edi-
tor find the exact edit point without count-
ing control pulses; it also allows an edit
list to be constructed without using the
same editing equipment required to actu-
ally perform the edits. Access to high-end
editing systems is billed m the hundreds
of dollars per hour, and preparing edit lists
off-line can save quite a bit of money.
Up to now I've discussed a "simple cuts
only" setup. Each scene cuts to the next
without any type of transition effect. You
can create some simple transitions with x
single playback deck and your Amiga
equipped with a genlock. Use a paint pro-
gram that supports overscan and color cy-
cling to create a full screen pattern that
will cycle from a solid screen of color 0 to
some other color. Color 0 is the color that
your live video will replace. By playing
your source deck through the genlock and
starting the color cycle when you want to
create your transition effect you can wipe
from live video to some color or pattern.
This technique will not let you wipe from
one video source to another, but it will let
you create some interesting and beautiful
transitions.
You can also create simple transitions
by just fading to black in the camera at
the beginning and end of each scene when
you film your original tape. If you want to
wipe from one live video source to another
you will need some additional equipment.
This type of edit is called an A/B roll. You
will need a second source deck, a genlock-
able dual channel time base corrector and
either an edit controller or switcher that
can do A/B rolls. We are talking about a
large investment here, and not one that a
non-professional is likely to make.
If you are interested in this kind of ca-
pability you should consider renting edit-
ing equipment. There are fully equipped
editing hays available for rental in most
large cities. A full-blown A/B roll editing
bay for 1/2 inch videotape can be rented
for as little as $30/hour. Standard-cuts-
only bays are available for as little as
$12.50/hour from Video Workshop, a fran-
chise service organization rapidly expand-
ing across the U.S.
Regardless of the equipment you use,
there are problems that occur in multi-
generational videotapes. Every time you
copy a tape the new generation will have
less color saturation, less sharpness and
resolution and less definition. There is
nothing you can do to completely prevent
this from occurring, but you can minimize
the losses. Most VCRs boost the video sig-
nal on the videotape during playback.
This improves the image on your monitor
or TV, but it can overload your recording
VCR during editing. Newer VCRs have a
switch that turns off this equalization,
called an edit or dub switch. There are vid-
eo enhancing boxes that can correct color
balance, improve sharpness or otherwise
attempt to minimize generational loss. It
is important to remember that every piece
of equipment that your video signal
passes through will cause some loss of
some portion of the video information.
You can achieve the best results by us-
ing high grade videotape, recording and
editing onto either brand new tape or only
slightly used tape, recording and editing
at the fastest speed your VCRs will sup-
port, and keeping the number of genera-
tions to a minimum. If you want to gain
au*=5S to piufessional-level editing equip-
ment without paying professional prices,
consider taking a video editing class at
your local college. Q
COMMODORE MAGAZINE 83
/\MJ(.7\ UPDATE
Amiga Public
Domain
Update
Finally Fred Fish has returned to the
Amiga PD scene, with the release of
Fish disks 129-138. (It's nice to have you
back, Fred!) As for the pick of the litter
this month, there has been an important
update to VirusX, the premier virus detec-
tion program. Also reviewed this month
are OverScan, which allows European
Amiga owners to strike back against
American programmers who don't allow
for PAL screens, and Evo, an educational
program about the history of man.
For each program, the author is given
(when known) along with the series num-
ber if that PD program is available on the
Fish series. Also if I get a PD program di-
rectly from PeopleLinks AmigaZone, 1 list
the AmigaZone download file number, so
those of you who have access to People-
Link can quickly obtain this file. (If no file
number is given, the program may still be
on PeopleLink, but I obtained it some-
where else.) When a public domain pro-
gram has been classified as shareware,
this is also mentioned with the suggested
amount.
Evo: by Steve Bonner (Fish 130)
An interesting educational program
that shows the development of man and
his ancestors over the past 20 million
years. Nine different species are discussed
in informational text files. Accompanying
each text file is a simple line drawing of
each species' skull, showing the cranial
differences.
What is really nice about this program
is that an interactive time-line is includ-
ed. The user can move a slider anywhere
on the time-line, and a cranial drawing
will be displayed for the current time
(over 600 drawings are programmed into
the program I.
Also included in the program is a glos-
sary which explains some terms used in
the text files, as well as a map of Africa
with noted locations of different archae-
ological sites mentioned in the text files.
Hp: by Steve Bonner (Fish 130)
Another button-filled RPN (postfix no-
by Graham Kinsey
tation) calculator program for those who
are always looking for a better desktop
calculator, lip displays two numbers at a
time in its display window (or in case of a
complex number both the real and imagi-
nary parts at once). In addition to complex
nunilwrs, Hp also supports binary, hexa-
decimal, octal and decimal numbers as
well as floating point numbers. There is
an option to send all calculator I/O to the
printer. Hp opens its own screen instead of
using the Workbench screen, so those who
don't like constantly flipping between
screens may not like this one very much.
QMan; by Steve Bonner (Fish 130)
QMan is a simple Mandelbrot generat-
ing program that isn't loaded with fea-
tures, but it's written in assembly lan-
guage. The speed increase may be enough
for some to prefer this program over other
Mandelbrot generators with more fea-
tures.
Die: byTomas Rokicki (Fish 131)
A nice little diskcopy program. Dfc has
an Intuition interface, although you can
specify all parameters from CLI so that
you don't have to fiddle with gadgets if
you don't want to. Dfc will make multiple
copies of a disk and will cache a source
disk (if you don't have enough free mem-
ory to cache an entire source disk, Dfc will
still cache part of the source disk). Dfc also
formats disks in addition to copying disks.
And, of course, Dfc has a switch to verify
destination disks, like any decent disk-
copy program should have (hint, hint,
Commodore!).
iMackie: by Tbmas Rokicki (Fish 131)
Another screen blanking program (this
one is based on PopCLI III). Mackie enter-
tains you by drawing hi-res moire pat-
terns when the screen is blanked.
Berserk: by Leo Schwab (Fish 132)
This stunning animation was already
reviewed in the February 1988 install-
ment of this column. However, in addition
to the animation itself on the Fish disk
lies all the source code (i.e., the object de-
scriptions). This not only allows those who
own VideoScape 3-D to create their own
variations of Berserk, it also allows you to
figure out exactly how Leo accomplished
everything (for example, how he made the
Boing balls compress when they were
struck by the unicycle).
Crc: by Dan Kindred (Fish 133)
This program will generate a 16-bit
CRC (Cyclic Redundancy Check) for any
disk file. This allows you to check to see if
a file has been modified since it was last
checked. This program will not allow you
to check for the presence of a boot-block
virus, but it can help you to find a virus
that attaches itself to the end of a pro-
gram. (This type of computer virus cur-
rently doesn't exist on the Amiga. Howev-
er, this is the way viruses on most other
computers are spread, so at least you have
a way to check for such a virus if one
shows up.)
OverScan; by Ari Freund (Fish 133)
If you're a European Amiga user who is
frustrated by American programmers
who don't take PAL screens into account
when designing programs, now you don't
have to be stymied by their short-sighted-
ness. OverScan will force any application
to open screens that expand to the full size
of a PAL screen. Windows that are at-
tached to this screen won't automatically
be resized, however, now they can be re-
sized to take up the full size of a PAL
screen. Note that this doesn't mean that
an application will now actually intelli-
gently use the extra area for program op-
eration. (If the program doesn't bother to
find out how big the screen really is in the
first place, OverScan can't force a pro-
gram to find out for itself) Although this
program was designed with European
84 AUGUST 1988
Amiga Update/Amiga Public Domain
PAL systems in mind, it is just as useful
for Americans who are using MoreRows.
BoingThrows: by Marvin Landis
(Fish 134)
This is a stunning Sculpt 3-D anima-
tion of a ray-traced figure shooting free
throws. The author improved each of the
frames by touching up the graphics with
DigiPaint, and the results speak for them-
selves. Accompanying the great HAM
graphics are some good digitized sounds.
I would have reviewed this program
months ago when I first received it from
PeopleLink, however, I couldn't get it to
work. This is not the animation's fault,
but as I found out instead, Byte by Byte's
Movie player program for Sculpt anima-
tions is a real pain in the neck. For exam-
ple, if you are using MoreRows, an anima-
tion that isn't created using overscan sim-
ply won't run. When you upset Movie the
results can be quite frustrating. Not only
does this program have a knack for crash-
ing when not treated right, but it also
holds the dubious distinction of being the
one program that even GOMF 2.0 can't
recover from after a system reboot.
Find: by Rodney Lewis (Fish 134)
This program, which is similar to the
Unix Find program, is superior to the
AmigaDOS DIR command. In addition to
supporting Unix-style wildcarding, Find
will list files that are a certain age, files
that have certain protection bits (the r, e,
w or d bits) set, or files that are a certain
size. Find will also allow you to execute a
command acting on each file that matches
the particular wildcard or other boolean
expression 'the command execution can
be automatic, or it can query you for ex-
ecution on each candidate file). Find sup-
ports multiple devices, so you can search
for files on multiple floppy drives, for ex-
ample. Since each expression is a boolean,
you can search with boolean expressions
using NOT, AND or OR, in addition to a
simple match.
Library: by Bill Brownson
(Fish 134; Shareware: $30)
This is a demo of a quasi-database text-
utility program that allows you to perform
searches inside a text file. It allows for
AND, OR or NOT boolean expressions to
search for a text string inside a file.
Smartlcon: by Gauthier Groult
(Fish 134; Shareware: $15)
This is for those of you who wished you
could use the nifty feature provided by
Leo Schwab's Iconify program (reviewed
in the May 1988 installment of this col-
umn), but don't know how to program.
Gauthier's Smartlcon allows you to add a
gadget to any window that when selected
i will "iconify" that window. Even better is
the fact that the icon appears not at the
corner of the screen, but inside the RAM
disk icon on the Workbench screen. And
yes, just like Leo's program, Smartlcon
will actually display graphics inside the
iconified window (for example, the old
Dotty and Lines demos on the Workbench
disk).
TeXF: by Ali Ozer (Fish 135)
Are you looking for more fonts to use
with your graphics programs? Well, TeXF
is a program that will convert AmigaTeX
fonts to the standard Amiga fonts format.
What if you don't own AmigaTeX in the
first place? Well also on this disk are a to-
tal of 78 AmigaTeX fonts (22 fonts in dif-
ferent sizes). And if you know someone
who does own AmigaTeX, you can now ob-
tain over 1000 different fonts to freely use
with your own programs!
Paste: by David Dinat (Fish 136)
This is a port of the UNIX Paste com-
mand. Paste merges text files, but instead
of working with whole text files at a time,
Paste works with individual lines from
each text file.
Ct: by Jonathan Harman (Fish 137)
This program will display images from
CT medical scanners (which are stored as
256 x 256 pixel images in 2048 shades of
gray). Many features are provided includ-
ing zooming, color mapping and many im-
age processing operations.
VGad: by Stephen Vermulen (Fish 137)
This is a nice tool for commercial pro-
grammers who would like to farm out de-
sign of icons to artists and quickly convert
the finished work into C source code.
VGad accepts an IFF picture instead of an
IFF brush (which saves a little work).
VGad takes as input two IFF pictures, one
for the normal icon state and one for the
alternate image (selected state), and out-
puts a C source file and a C header file.
VLabel: by Stephen Vermulen (Fish 137)
If you would like an easy way to print
fancy disk labels, check out VLabel. VLa-
bel will print any two-color IFF picture in
addition to up to 50 lines of text. The text
may be printed using any font that is
available. The text file can be in the form
of a Superbase database ASCII file.
AmigaLine: by Bryce Nesbitt (Fish 138)
Here is a set of small but still quite in-
formative text files relating to various
programming topics. Covered subjects in-
clude multiple serial ports, figuring out
the current stack size, getting input from
the keyboard and calculating AmigaDOS
hash values.
Grocery List: by Hal Carter
(Shareware: $10)
For those who would like their Amiga
to help plan a trip to the supermarket,
Grocery List is a powerful program that
does more than just allow you to print a
selection of items that you need to pick up
this week.
Half-OS: by Leo Schwab
(AmigaZone file #11387)
A cute VideoScape 3-D animation
which is a "play on words" concerning the
much hallowed (and cursed) operating
system OS/2. Maybe this animation will
make people think twice about naming
products in order to assure that such jokes
can't be made . . .
M.Made: by Keith Doyle
(AmigaZone file #11233)
This is Machine Made, a wacky 50s-
style animation created with The Director.
Access! version 1.30a: (AmigaZone file
#11351; Shareware: $25)
Version 1.30a of Access!, a 16-color ter-
minal program last reviewed in the May
1988 installment of this column. New fea-
tures in this version of Access include a
line editor in chat mode, an overall 257f
speed increase in file transfer rate and a
limited script capability. Now you can also
choose to use only four colors with Access!
This is a nice feature for those who don't
care about pretty colore and just want to
get down to business, since it speeds
things up as well as saving 22K of CHIP
RAM.
Please note that I am reviewing revi-
sion A of Access! version 1.30. This ver-
sion fixes a major bug in the Xmodem pro-
tocol that made it very tough to download
successfully using standard Xmodem. If
you download this program from a BBS
make sure to get Access! version 1.30a.
Improvements have been made to the
CompuServe B protocol. As usual there
are many other small improvements.
Pyro: by Steve Jacobs and Jim Boyd
(AmigaZone file #11290)
If you weren't impressed with the
graphics entertainment provided by
COMMODORE MAGAZINE 85
Amiga Update/Amiga Public Domain
Mackie, then give this screen-blanker a
try. P}to entertains you with a fireworks
display (sorry, no sound yet). Unfortunate-
ly the blanking interval with this pro-
gram IS fixed at five minutes.
BadMax: by Mike Jones
(AmigaZone file #11366)
If you like the "Road Warrior series of
movies and like to put down other com-
puters, this animation will suit you just
fine. BadMax has sound effects and was
created with The Director, Note that the
author requires that you obtain an older
version of the sound.mod file that usually
accompanies The Directors Projector play-
er program, since the animation will not
run correctly with the newest version. The
author claims he upioaded the old
sound.mod file to PeopleLink. although I
couldn't find it myself. (I just grabbed it
from an older Director animation. I
Battleship: by Steve Berry
An Amiga version of the classic strate-
gy game Battleship, complete with great
digitized sounds. This program was writ-
ten in Multi-Forth. This version has a ma-
jor bug in that you are not actually forced
to put the different parts of each ship next
to each other, so in eflect you can have five
aircraft carriers with a length of one
square instead of one carrier that is five
squares long.
BitPlanes: by David Pochron
(AmigaZone file #11283)
Would you like to have as many colors
as possible in your Amiga environment?
Does the four-color Workbench bore you a
bit? With BitPlanes you can easily trans-
form the Workbench environment into an
eight- or even 16-color screen. The author
advises against using a four-bitplane
Workbench, since the system slows to .1
crawl, and many icon editors will only
work with a maximum of three bitplanes.
The author provides a lew eight-color
icons to get you stalled, as well as a 16-
color icon to look at (the "Lauren" girl who
was made famous in the first set of
DigiView demo HAM pictures back in
early 1986).
CVKA: author unknown
(AmigaZone file #11230)
This is an AmigaBASIC program that
determines cardiovascular risk. It asks
you many questions, including blood pres-
sure, stress level, family histories of diabe
tes and heart disease, cholesterol level
and exercise activity. CVRA will then
make an estimate of how vulnerable you
are to cardiovascular disease and give
suggestions to ivduce your risk depending
on your particular circumstances.
DFilter: author unknown
(AmigaZone file #11149)
If you own or have access to any pic-
tures created or modified with either Pho-
ton Paint or Parnate, this program can
save you some grief Although these pro-
grams do save pictures in the standard
IFF ILBM format, they save certain
chunks in strange ways that can cause
havoc with many IFF ILBM viewing pro-
grams. DFilter will reorganize the chunks
in such an IFF ILBM file, so you c;in free-
ly display the picture with any display
program.
Type: by John Gerlach Jr:
(AmigaZone file #11281)
Even though you use a computer to
type with now. do you still miss your type-
writer? Type will allow your printer to
emulate a typewriter. Typewriter allows
you to switch between "computer" and
"typewriter" modes freely. (WARNING:
when loading this program my error han-
dler iGOMF 2.0) reports that Type at-
tempts to trash the lowr area of system
memory. Therefore, use this program at
your own risk.!
YirusX version 1.21: by Steve Tibbett
(AmigaZone file #11298)
This is VirusX version 1.21, a very im-
jxjit^mt program to have, since it is cur-
rently the best program available for de-
tection and now removal of Amiga boot-
block viruses. This version is an update to
the version of VirusX reviewed in last
month's column.
The only improvement in version 1.21
of VirusX is that it now specifically checks
for the malicious Byte Bandit virus. This
is a new virus with no relation to the SCA
Virus reported on in the June 1988 in-
stallment of this column. The Byte Bandit
virus makes the SCA virus look like an
angel in comparison. First of all. although
the Byte Bandit virus lives in the boot
block just like the SCA Virus, the similar-
ities end there. The Byte Bandit virus
does not require a warm or cold stall to
enter your machine: as soon as you insert
a disk with the Byte Bandit virus, it will
immediately install itself inside your
Amiga. Also the Byte Bandit virus does
not require a warm boot in order to
spread: any time you insert a disk into a
drive, the Byte Bandit virus in memory
will automatically attempt to write itself
to that disk.
If this weren't bad enough, if you use
the AmigaDOS INSTALL command to
eliminate a copy of the Byte Bandit vims
on a disk, the copy in memory will imme-
diately re-write itself to the disk that you
just INSTALLed.
This virus can truly be called destruc-
tive, unlike the SCA virus which was not
meant to be harmful. The Byte Bandit
will periodically lock up your machine,
causing you to reboot your Amiga (and al-
though 1 haven't been infected with this
virus myself yet, I suspect that GOMF 2.0
will not be able to save your system from a
reboot. I.
Enough of the bad news, here's the good
news. Not only will VirusX 1.21 tell you if
you have a disk infected with a copy of the
Byte Bandit virus, but VirusX will also
eliminate any presence of the Byte Bandit
virus in memory, which must be done if
you want to completely purge it from all
your disks. I can't overemphasize that this
program is one that every Amiga user
must have.
FixVDK: by Dan James
(AmigaZone file #11418)
This program fixes some bugs in the
commercial recoverable RAMdisk pro-
gram VDK from Expansion Technologies.
Among the bugs fixed are improper date
setting, improper reporting of block size,
and destroying protection bits for each
file.
Unfortunately I wasn't able to review
all the programs I received off of People-
Link's AmigaZone this month due to time
constraints, but I will catch up next
month on the ones I missed.
As always, I can be reached on the
Amiga Zone on PeopleLink (ID: G
KLNSEY), or on the IDCMP BBS (617)
769-3172 (please note the new number!/,
now running 24 horn's a day, addressed to
SYSOP. If you have written a public do-
main'sharewaix.'/fively distributable pro-
gram, or have obtained one that you think
is worth mentioning to all Amiga owners,
then please attempt to contact me via the
above or through Commodore Magazine.
See you next month.
Fish dish: For a catalog, send a SASE
and four loose damps or $1 to: Fred Fish.
1346 W. 10th Place, Tempe, AZ 85281.
To sign up to PeopleLink and their
AmigaZone, call (800) 5244)100 (voice) or
(800) 826-8855 (via modem).
m
86 AUGUST 1988
/WUO^UPDATE
by Tim Jones
AmigaBASIC Tutorial
From time to time, I am challenged about my use of Amiga-
BASIC for various serious projects that I may be undertak-
ing on the Amiga. And one of the biggest complaints that I hear
is something in the order of " , . .but AmigaBASIC hogs the
CPU while you are running an application and really cripples
the multitasking of the machine." Well, there are ways around
this. In this installment, let's take a look at a simple function
that keeps your AmigaBASIC application from hogging the
Amiga's CPU: SLEEP.
While working with some business software recently, I was
bothered by the time I was wasting waiting for a document and
a couple of spreadsheet pages to print. I knew that printing a
document or spreadsheet to disk or RAM: would be a lot faster
than to the printer, but I had to find a program that would run
in the background and watch for files and then print them if
they existed.
I started browsing my public domain disks for a printer
spooler, a program that would control the printing of files in the
background while I used my computer for other tasks. The ones
I found, however, were generally no more effective than using
the AmigaBOS JOIN command. This meant I had to move out
of my word processor or spreadsheet and enter a command like:
RUN SPOOL filel file2 file3 etc.
This wasn't exactly helpful, so I decided to take a look at writ-
ing one. The key features that I had to keep in mind were how to
keep track of the files to print and how to prevent the spooler
from printing a file a second time without actually deleting it
after the first printing. Also, the spooler had to use a minimum
of CPU time to make it friendly to other programs in a multi-
tasking environment.
The first situation could be answered by placing all of the files
to be printed into a specific directory and then monitor that di-
rectory for the existence of files. This one should be easy enough;
just look into the specified directory once in a while and print
any file that was there.
FIRST CATCH! When I sent the first test file to the directory,
my spreadsheet also created a .info ICON for the printed file,
which the spooler then tried to print, really spoiling my evening.
The printer locks up, and eventually I am greeted by the nefar-
ious GURU. Okay, let's try a specific extension for the file-
names, then, lb keep things simple, I chose ".PRT". Therefore,
all files to be printed had to have ".PET" tacked onto the end. It
worked, the .info files didn't get printed!
Next, how could I stop the files from being reprinted? Renam-
ing would be the simplest answer (who knows, I might want the
file again), so I chose ".DONE" as the new extension. Well, I had
been doing things in straight BASIC before, but realized that to
change the extension of a file was asking for trouble. Since BA-
SIC doesn't directly support wildcarding, I had to move back to a
library environment and use the AmigaDOS function Executed
to perform the renames via AmigaDOS, instead of Amiga-
BASIC.
To use Executed from AmigaBASIC, you must open the DOS
library via the dos.bmap file that should be on your EXTRAS
disk in the BasicDemos directory. Place this file (and any other
.bmap files for that matter) into the LIBS: directory of the SYS:
disk that you use while programming in BASIC.
To actually call Execute! ), you need to introduce it to your pro-
gram, so it is not thought of as an undefined array when called,
via a DECLARE FUNCTION Executed LIBRARY statement.
While we're at it, let's simplify the finding of a file by using
DOS' Lock( ) and UnLockl ) functions. Since Lock( ) returns a val-
ue, it must also be declared in a DECLARE FUNCTION state-
ment. The key to remember when using these functions is to en-
sure that any string variables passed via the SADD function are
terminated with a NULL (CHRS(O)).
The third, and biggest problem was time-sharing of the CPU.
How could I convince AmigaBASIC to let the program lie dor-
mant (relatively) while it wasn't actually being used? It turns
out that TIMER can be trapped like the menu and mouse but-
tons. That code then transformed into one statement at the start
of the program:
ON TIMER(60) GOSUB PrintCheck : TIMER ON
Then, our main loop looks like this:
WHILE -1 SLEEP WEND
Now, the program would just sit and wait for 60 seconds to
pass and then go out to look for a file with a ".PPT" extension.
The only remaining drawback was that of memory usage. The
program ate a lot of memory. With AmigaBASIC loaded, you
will use approximately 108K of RAM while the program is in-
stalled. This can be reduced, however, by compiling the program
with AC/BASIC from AbSoft. I won't apologize for the size of this
one, since it's the only spooler that I've seen, PD and commercial
included, that works totally unattended once installed. Also,
since I am running with 4MB of RAM, I can give up 100K for
the use of the program. If you don't have the memory to spare,
then this will probably just be a good exercise in BASIC multi-
tasking and BASIC to DOS programming.
Okay, so how do you use it? First, you will need to create a spe-
cific directory in which you want the spooler to look for your
print files. I created a directory called Spooler and then used the
ASSIGN command to assign SPL: to it from within my Startup-
Sequence file. Since the directory is on my fixed disk, the com-
mand looks like this:
ASSIGN SPL: DH0:Spooler
The main thing is that the logical device SPL: must be as-
signed before you run the program, or you will be prompted to
"insert volume SPL: into any drive" and the program will hang.
Once assigned, the program knows exactly where to look for
your files. Next, place your files into the SPL: directory and give
them all an extension of ".PRF' (upper or lower case). For exam-
ple, SpreadShtl.PRT, Addend.prt, etc.
Once you invoke the spooler, it will check the SPL: directory
every 60 seconds to see if a ",PRT' file exists. If it finds one (or
more), it will use the AmigaDOS command COPY to send it out
to the current PRT device. Once it completes the printing, it will
rename the ".PRT" file to ".DONE". This prevents the file from
being sent out to the printer twice.
Spooler.BAS is set up for use and has been tested with the
AC /BASIC compiler from AbSoft. Also, you must have the file
"dos.bmap" in the LIBS: directory of your SYS: disk as we will
call routines from that library.
Once again, the program is a memory hog, but it behaves
COMMODORE MAGAZINE 87
Amiga Update AmigaBASIC Tutorial
very well in the realm of multitasking. To see how well try run- , rather dormant until its 60 seconds come about, and then it
ning it, and monitor the system with the program PM in the takes what it needs of the system's resouras to do its job. Once
TOOLS directory of your EXTRAS disk. You will see that it sits complete, it goes back to sleep. g
REM $IGNORE ON
CLEAR ,5000
REM $IGNORE OFF
WINDOW CLOSE 1
LIBRARY "dos. library"
DECLARE FUNCTION Executes LIBRARY
DECLARE FUNCTION Locks LIBRARY
ON TIMER(60) GOSUB PrintCheck : TIMER ON
ON MOUSE GOSUB MouseCheck : MOUSE ON
Main:
WINDOW 1," BASIC Spl " , (400 ,10) - ( 543 , 18 ) , 14 ,-1
wPS = WINDOW (7)
COLOR 3 : PRINT "Close Gadget exits";
fLock& = Locks (SADD("Spl:FF"+CHR$ (0) ) ,-1)
IF fLockS = 0 THEN
UnLockS fLockS
OPEN "Spl:FF" FOR OUTPUT AS 2 LEN = 16
PRINT #2,CHR$(12)
CLOSE 2
KILL "Spl :FF. info"
END IF
UnLockS, fLockS
Loop:
WHILE -1
SLEEP
WEND
PrintCheck :
TIMER OFF ' Turn it off til we're through
x=Execute& (SADD("LIST > RAM: {SPL} Spl : "+CHR$ (0) ) ,0 , 0)
OPEN "RAM: {SPL}" FOR INPUT AS 1 LEN = 1024
WHILE NOT EOF{l)
LINE INPUT #1, A$
A$ = UCASES(A$)
J=INSTR(A$,".PRT")
IF J <> 0 THEN
B$ = "Spl :"+LEFT$ (AS,J+4)
C$ = "COPY "+BS+" PRT:"+CHR$ (0) ' AmigaDOS needs the NULL!
D$ = "RENAME "+B$+" AS SPL : "+LEFTS ( AS , J) +"DONE"+CHR$ ( 0 )
x= Executes (SADD(CS) ,0,0)
x = ExecuteS (SADDC'COPY SplrFF PRT : "+CHRS ( 0) ) , 0 , 0 )
x=ExecuteS (SADD(D$) ,0,0)
END IF
WEND
CLOSE 1
x=Execute& (SADD ( "DELETE > NIL: RAM : { SPL} #? "+CHR5 ( 0 ) ) , 0 , 0 )
TIMER ON ' Turn it back on and wait again
RETURN
MouseCheck :
IF WINDOW(7) <> wPS THEN Finished
1 if we didn't CLOSE the window return and wait
RETURN
Finished:
REM $IGNORE ON
WINDOW CLOSE 1 : WINDOW CLOSE 2
LIBRARY CLOSE : CLOSE : SYSTEM
REM $ IGNORE OFF END
88 AUGUST 1988
Programming/Tempered Fun
Continued from fxige 73
1295
1296
1299
1300
1301
1302
1303
1304
1 305
1306
1307
1309
1350
1355
1360
1370
1380
1390
1395
1400
1405
1410
1430
1440
1445
1450
1460
1470
1480
1490
1500
1510
1530
1540
1999
2000
2010
DE=.37*D:GOSUB 7000'DLFN
RETURN 'BAQK
REM OWN EQUAL TEMPERAMENT ' BTKT
PRINT" [CLEAR, DOWN, SHFT T]
HIS FUNCTION LETS YOU DEFINE AN
EQUAL TEMPERAMENT SCALE. " ' BAAN
PRINT" [DOWN, SHFT T]
HE OCTAVE WILL BE DIVIDED INTO
THE NUMBER OF SEGMENTS YOU ";
'BBSO
PRINT"SPECIFY. [SHFT I]
NPUT SEGMENTS FROM 1 TO 1200 (12
ISA 'NORMAL' "; ' BBXN
PRINT"CHROMATIC SCALE,
1200 IS ATUNER'S 'CENTS'
SCALE) .":PRINT'CBHM
PRINT"[SHFT PJRESS <[SHFT R,
SHFT E,SHFT T,SHFT U,SHFT R,
SHFT N]> AFTER ENTERING THE
DESIRED " ; "BBFP
PRINT"NUMBER OF SEGMENTS BELOW."
:PRINT'CBBJ
INPUT" [SHFT Nl UMBER OF SEGMENTS
"'EI1 BDCiJ
IF EK1 OR EI>1200 THEN PRINT"
[H0ME,D0WN13] "; :GOTO 1306'HPQL
PRINT" [DOWN2, SHFT P] RESS <
[SHFT S,SHFT P,SHFT A, SHFT C,
SHFT E] [SHFT B,SHFT A, SHFT R]
> TO END THIS SECTION. "
:PRINT'CBYV
GOSUB 2030'BEDC
PP=261.626:REM ACTUAL HZ
FREQUENCY VALUE FOR C'CLCR
CR=2~(1/EI) :REM MULTIPLYING
FACTOR FOR SEGMENTS ' EMXP
CN=.fcl6097:REM COMMODORE
FREQUENCY CONVERS I ON ' CMGO
BF=INT(PP/CN) 'DIEI
HI%=BF/256:LI%=BF-256*HI%'FUSN
PRINT" 0 "; 'BBSL
POKE SI + 7,LI%:POKE SI+8 , HI % ' EPRD
DE=l:GOSUB 7000'CIYE
POKE SI+11,17'CHKA
I=0'BCRB
AF=LOG(PP)+LOG(CR)*(I+l)
:BF=EXP (AF) :CF=INT (BF/CN) ' LFGP
IF CF>61176 THEN GOSUB 8000
:GOTO 80'FOPL
HJ%=CF/2 56:LJ1=CF-256*HJ%'FUXK
PRINT 1+1;" "; 'CEHF
POKE SI,LJ%:POKE S 1+ 1 , H J% ' DOSJ
POKE SI+4,17'CGOH
DE=l:GOSUB 7000'CIYI
GET KS'BCQY
IF K$=" "THEN GOSUB 8000
:GOTO 80'FJRD
1=1+1 'CDFD
GOTO 1440'BEGD
REM INITIALIZE SID CHIP'BRHA
FOR SI=54272 TO 54296:POKE SI,0
:NEXT'FSGB
SI=54272:POKE SI+24,15
2012
2013
2014
2015
2016
3399
3900
3901
3902
4999
5000
5050
5060
5070
5080
5090
5100
5110
5120
5130
5140
5150
5160
5170
5180
5190
5200
5210
5220
5230
5240
5250
5260
5270
5280
5290
5300
5310
5320
5329
5330
5340
5350
5360
5370
LOUDNESS 'EYAD
SI+5,0:POKE SI+6,128
ADSR-1'FUKE
SI+12,0:POKE
ADSR-2'FWWG
SI+19,0:POKE
ADSR-3'FWDH
SI+4,17:POKE
:REM
POKE
:REM
POKE
:REM
POKE
:REM
POKE
:POKE SI+18, 17'GWWI
RETURN' BAQB
REM FLASHING GET ROUTINE
SI+13,128
SI+20,128
SI+11,17
BSYB
POKE 198,0:POKE 204,0:POKE 207,0
:WAIT 198,l:POKE 204,1
:GET KS'GHVN
IF K$<>"Y"AND K$<>"N"THEN
3900'HIBL
RETURN 'BAQG
REM SET UP TEMPERAMENT
ARRAYS 'BWBF
SF=2145:REM STARTING COMMODORE
FREQUENCY FOR C BELOW MIDDLE
C'CYFM
K=1'BCUD
J=1'BCTE
GOSUB 5599'BEEF
FOR 1=1 TO 23'DEGH
READ IC'BCTH
H1%=SF*(1+IC)/256:L1%={SF*(1+IC)>
-256*H1%' JHFL
ON J GOSUB 5170,5190,5210,
5230'CUAE
NEXT'BAEA
IF J=4 THEN 5250'DGUE
J=J+1'CDHE
IF K=l THEN 5080' DGTG
IF K=2 THEN 5280'DGWH
EH (I) =H1%:EL(I) =L1%'CRWK
RETURN'BAQG
PH(I) =H1%:PL(I)=L1%'CRTM
RETURN 'BAQY
JH(I)=H1%: JL(I)=L1%'CRHF
RETURN'BAQB
MH(I) =H1%:ML(I) =L1%'CRNH
RETURN'BAQD
IF K=2 THEN 5320'DGRH
GOSUB 5599'BEEG
J=1:K=2'CFYI
FOR 1=24 TO 46'DFOJ
READ IC'BCTJ
H1%=SF*2* {l+IC)/256
:L1%=(SF*2*(1+IC))-256*H1%'LJR0
GOTO 5110'BEEC
RETURN'BAQC
REM SCALE VALUES' BLXO
RL=5340:GOSUB 11000
:GOTO 5570'DREI
DATA 1,4,7,10,13,16,19,24,27,30,
33,36,39,42,45'BQNM
RL=5360:GOSUB 11000
:GOTO 5570'DRGK
DATA 1,4,6,10,13,15,19,24,27,29,
33,36,38,42,45'BQSO
RL=5380:GOSUB 11000
:GOT0 5570'DRIM
COMMODORE MAGAZINE 89
Programming/Tempered Fun"
53S0
5390
5400
5410
5420
5430
5440
5450
5460
5470
5480
5493
5500
5510
5520
5529
5530
5540
5550
5560
5569
5570
5580
5598
5599
5600
561W
5620
5630
5640
5650
DATA 1,4,6,10,13,16,18,24,27,29,
33,36, 39,41, 45'BQSQ
RL=5400:GOSUB 11000
:GOTO 5570'DRBO
DATA 1,3,6,10,13,15,18,24,26,29,
33,36,33, 41, 45'BQOJ
RL=5420:GOSUB 11000
:GOTO 5 570'DRDH
DATA 1,4,7,12,13,16,19,24,27,30,
35, 36,39,42,45'BQRL
RL=5440:GOSUB 1100U
:GOTO 5570 ' DRF J
DATA 1,4,7,10,13,16,18,24,27,30,
33,36,39,41,45'BQLN
RL=5460:GOSUB 11000
:GOTO 5570'DRHL
DATA 1,4,6,10,13,15,18,24,27,29,
33,36,38,41,45'BQQP
RL=5480:GOSUB 11000
:GOTO 5570'DRJN
DATA 1,3,6,10,12,15,18,24,26,29,
33,35,38,41,45'BQMR
RL=5500:GOSUB 11000
:GOTO 5580'DRDP
DATA 24,26,27,29,30,33,35,36,38,
39,41,42,45'BNRJ
RL=5520:GOSUB 11000
:GOTO 5580'DRFI
DATA 24,25,27,28,30,33,34,36,37,
39,40,42,45'BNML
REM ARRAYS FOR SCALE VALUES 'BUCT
HM(I) =EH (MI) :LM(I)=EL(MI)
: RETURN 'DYEM
HM(I) =PH (MI) :LM(I)=PL(MI)
:RETURN'DYBN
HM(I)=JH (MI) :LM(I)=JL(MI)
:RETURN'DYQO
HM(I)=MH(MI) :LM(I)=ML(MI)
: RETURN' DYUP
REM READ SCALE VALUES 'BPBV
NO=8:FOR 1=1 TO 15:READ MI
:ON TU GOSUB 5530,5540,5550,5 560
:NEXT:RETURN" JKSW
NO=13:FOR 1=8 TO 20:READ MI
:ON TU GOSUB 5530,5540,5550,5 560
: NEXT: RETURN' JLOX
REM TEMPERAMENT RATIOS' BRMY
RL=5600:GOSUB 11000 : RETURN ' DNFY
DATA 0, .05946, .05946, .12246,
.189 2, . 1892,. 2599,. 3348,. 2599,
.3348, .4142'BOPQ
DATA .4142, .4983, .5874, .5874,
.6818, .7818, .7818, .8877, 1,-8777,
1,1'BJTQ
DATA 0, .0679, .0535, .125, .2014,
.1851,. 26 56,. 3 51 5,. 2485,. 3333,
.423 8'BKZR
DATA .4046, .5, .6017, .5802,-6875,
.8021,. 7777,. 8984, 1.0136,. 8728,1,
l'BLCS
DATA 0,. 0417,. 0667,. 125,. 1718,. 2,
.25,. 3020,. 28,. 3333,. 4062" BDIR
DATA .4400, .5, .5625, .6, .6667,
.7578,. 8,. 875,. 9531, .92,1,1'BBCS
5660
5670
5999
6030
6010
6020
6999
7000
7010
7020
7999
8000
8010
10999
11000
11010
11011
DATA 0, .0449, .07, .118, .1682,
.1963,. 25,. 3062,. 28,. 3375,
.3975'BERT
DATA .4311,. 49535,. 5625,. 6,. 6718,
.74 7, .7889,. 8691,. 9531,. 914,1,
l'BJQW
REM READ ASCII FOR REAL TIME'BUCF
RL=6020:GOSUB 11000'CMIB
FOR 1=0 TO 7:READ AS:AS(I)=AS
:NEXT:RETURN'HQOH
DATA 4 9, 50, 51, 52, 53, 54, 55, 56' BXBE
REM TIMING LOOP'BKTD
TIS="000000" 'BDCB
IF TI/b0<DE THEN 7010'EKEE
RETURN' BAQB
REM CLEAR SID CHIP'BMYE
FOR SI=54272 TO 54296:POKE SI,0
:NEXT'FSGH
RETURN 'BAQB
REM RESTORE TO SPECIFIC LINE
ROUTINE'BDIU
POKE 785,232:POKE 786,7
:POKE 209,232:POKE 210,7
:POKE 211,0:POKE 213,39'GPPD
PRINT" S [RVS]&S[RVOFF,CMDR *,
RVS] HD [RVOFF, SHFT A,RVS] S [RVOFF,
SHFT SPACE, RVS] D [RVOFF, SHFT B,
SHFT SPACE] "'BAOB
POKE RL,PEEK(RL) :RL=USR(RL)
: RETURN 'FPKB
END
Programming/Stratahex"
Continued from page 69
2676
2680
2685
2700
2702
2705
2710
2715
2720
2725
2726
2730
2735
2750
2752
2755
2760
2765
2770
2772
2775
2776
^KFN
IQI
THEN
IF PO.l THEN NEXT LO'EFUQ
IF PC=0 OR PC=1 THEN 2652'F
GOTO 2900'BEIO
X=X(PT) :Y=Y (PT) 'CNIF
IF X>33 OR Y=0 THEN 2900'FJ
X=X+1: Y=Y-1'EHHK
IF (PEEK(C+X+Y*40) AND 15)=7
PRINT " [UP, RVS] <<<<BLOCKED>
:GOTO 2900'KRLQ
X=X+1'CDKJ
IF PEEK(V+X+Y*40)=81 THEN
PC=(PEEK(C+X+Y*4tf) AND 15)'NWYU.
IF PC>1 THEN FOR LO=l TO PL
:IF PC=C(LO) THEN P=LO'KTXT
IF PC>1 THEN NEXT LO'EFUM
IF PC = 0 OR PC=1 THEN 2702 'F
GOTO 29ts0'BEIK
X=X(PT) : Y=Y (PT) 'CNIK
IF X<2 OR Y=20 THEN 2900'FJ
X=X-1'CDLN
IF (PEEK (C+X+Y*40) AND 15)=7
PRINT " [UP, RVS] <<<<BLOCKED>
:G0TO 2900'KRLV
X=X-1: Y=Y+1'EHHQ
IF PEEK(V+X+Y*40)=81 THEN
PC=(PEEK(C+X+Y*40) AND 15
IF PC=0 THEN 2752'DHSN
IF PC>1 THEN FOR L0=1 TO PL
:IF PC=C(LO) THEN P=L0'KTXY
IF PC>1 THEN NEXT LO'EFUR
'KBJ
ILN
THEN
NWYV
90 AUGUST 1988
Programming/ Stratahex'
2780 IF PC=0 OR PC=1 THEN 2752'FKGO
2785 GOTO 2900'BEIP
2800 X=X (PT) : Y=Y (PT) 'CNIG
2802 IF Y>19 THEN 2900'DHMH
2805 Y=Y+1'CDMJ
2810 IF (PEEK(C+X+Y*40)ANO 15)=7 THEN
PRINT " [UP,RVS] <<<<BLOCKED>>>>"
:GOTO 2900'KRLR
2815 Y=Y+1'CDMK
2820 IF PEEK(V+X+Y*40) =81 THEN
PC=(PEEK(C+X+Y*40) AND 15)'NWYR
2825 IF PC>1 THEN FOR LO=l TO PL
: IF PC=C(LO) THEN P=LO'KTXU
2826 IF PC>1 THEN NEXT LO'EFUN
2830 IF PC=0 OR PC=1 THEN 2802'FKCK
2835 GOTO 2903'BEIL
2850 X=X (PT) :Y=Y (PT) 'CNIL
2852 IF Y>19 OR X = 39 'iHEN 2930'FKAO
2855 X=X+l'CDKO
2860 IF (PEEK{C+X+Y*40)AND L5) -1 THEN
PRINT " [UP,RVS] <<<<BLOCKED>>>>"
:GOTO 290 0'KRLW
2865 X=X+1:Y=Y+1'EHGR
2870 IF PEEK(V+X+Y*40) =81 THEN
PC= (PEEK(C+X+Y*40) AND 15)'HWYW
2875 IF PC>1 THEN FOR LO=l TO PL
:IF PC=C(LO) THEN P=LO'KTXA
2876 IF PC>1 THEN NEXT LO'EFUS
2880 IF PC=0 OE PC=1 THEN 2852'FKHP
2885 GOTO 2900'BEIQ
2900 IF P=0 THEN 2960'DGCG
2902 POKE C + X (P)+Y (P) *40,4'ENTK
2905 ON P GOTO 2 920,29 30,2940,
2 9 50 'CUON
2920 X (P) =19; Y(P) =0:POKL
V + X(P) +Y(P) *40,81:POKE
C + X (P) +Y (P) *40,C(P) 'KTJV
2925 GOTO 2960'BEOL
2930 X (P) =19: Y (P) =20:POKE
V+X(P)+Y (P) *40,81:POKE
C+X(P)+Y(P)*40,C(P) 'KUJW
2935 GOTO 2960'BEOM
2940 X (P)=1j Y (P) =11: POKE
V+X (P)+Y(P) *40,81:POKE
C+X(P)+Y(P)*40,C(P) 'KTCX
2945 GOTO 2960'BEON
2950 X (P) =39: Y (P) =10:POKE
V+X(P) +Y (P) *40,81:POKE
C+X (P) +Y (P) *40,C(P) 'KUKY
2960 IF PT=PL THEN 2000'DIEM
2970 NEXT PT'BCML
4000 PRINT " [CLEAR, CYAN)
CONGRATULATIONS, PLAYER" ;W ' BCLF
4010 PRINT "[YELLOW] YOU ARE THE
WINNER" 'BAWD
4020 PRINT" [DOWN2,L, GREEN]
PLAY ANOTHER GAME (Y/N)" ' BAFF
4C30 GET AS: IF AS="" THEN 4030'EJED
4040 IF AS^"N" THEN PRINT "[CLEAR]"
: FND'FDBE
4050 IF AS="Y" THEN RUN'ECTE
4 06 0 GOTO 4 0 30 'BEED END
Best of Amiga Public Domain
Continued from page 57
Communicator version 1.34 was the gen-
eral-purpose PD terminal program of
choice for virtually all Amiga users. It
didn't have a ton of features (at least com-
pared to the terminal programs today, al-
though when it first appeared in mid 1986
it blew away the crop of PD general-pur-
pose terminal program available), but
those it had worked and it was a rock-
steady program.
The other reason why Communicator is
awarded a medal is that it is the father of
both AMIC PD TERM, and Access! (which
is poised to knock AMIC PD TERM off as
the best general-purpose terminal in
1988). Dan James performed a great ser-
vice to telecommunicating Amiga users
by unselfishly releasing his source code
for Communicator 1.34 in order to help
other programmers create even better
Amiga PD terminal programs. Although I
now personally only recommend Commu-
nicator to beginning Amiga users who
want to start using their modem quickly
without having to become familiar with a
more powerful but complicated terminal
program, Communicator and its author
Dan James have easily earned this award.
In early 1987,
Communicator version 1.34
was the general-purpose PD
terminal program of choice
for virtually all Amiga users.
Bronze Medal: Handshake by Eric
Haberfellner (AmigaZone file #10236;
Shareware: $25)
Handshake replaced Dave Weckers
venerable terminal program inamed ap-
propriately VT100) as the top VT-1 00 ori-
ented terminal program in 1987. Hand-
shake not only blew away VT1 00 in terms
of emulating a VT100 terminal, but Eric
was loudly claiming that Handshake even
surpassed all commercial terminal pro-
grams in terms of VT-100 emulation.
Eric backs up this claim with a message
posted on Usenet where Marco Papa's
VTIest program was used to test five ter-
minal programs for VT100 compatibility.
In the test Handshake blew VT100 away
and also proved superior to the commer-
cial programs Diga! and A-Talk. I In all
fairness this test was conducted back in
July of 1987. How about doing a new com-
parison, Eric?)
Handshake also has such features as
autodialing, a phone directory and Xmo-
dem-CRC plus Ymodem-'Ymodem-batch
protocol support that make it quite usable
for general -purpose telecommunicating
also. Although it is designed for a differ-
ent type of user, Handshake is still the
only PD telecomm program that even
comes close to giving AMIC PD TERM a
ran for its money in terms of features.
Honorable Mention: ACO by Steve
Pietrowicz (AmigaZone file #10883)
ACO has brought Amiga-quality
graphics to teleconferencing, and it also
allows people to better express themselves
online by designing their own custom
faces for use in ACO on PeopleLink.
System Utilities
Gold Medal: VirusCheck bv Bill Koester
(AmigaZone file #9974)
I have little doubt in my mind that one
of the major stories in the Amiga commu-
nity in late 1987 was the first appearance
of viruses on the Amiga. Most Amiga us-
ers were at least worried, and since most
had never used a disk editor before, a pro-
COMMODORE MAGAZINE 91
Best nf Amiga Public Domain
gram was sorely needed that was express-
ly designed for checking a floppy disk for
the presence of a virus. It isn't the best
such program today, but it was the first,
and that is what counted back then.
Silver Medal: GOMF by Christian
Johnsen (Fish 95; Shareware: $5)
What ideas do you associate with the
Amiga? Great graphics? Stereo sound?
Well, how about the dreaded Guru? Al-
though it wasn't as bad this past year as
during the early days, Gurus were still a
common sight. GOMF (Get Outta My
Face) was the first serious attempt to
eliminate the destructive nature of Gurus
in terms of bringing down the entire sys-
tem with one faulty program. GOMF only
stopped some crashes, but it did work.
GOMF didn't totally cure the Guru blues
of Amiga users, but at least GOMF
showed convincingly that the Guru is not
invincible.
Bronze Medal: Journal by Davide
Cervone (Fish 95)
What do you do to show off your Amiga
to your friends? Don't you wish your
Amiga could show itself off? Well don't
laugh, because that is indeed possible.
Journal allows you to essentially simulate
hooking up a VCR to your Amiga and re-
cording an Amiga session. By capturing
the input stream and recording it for later
playback, Journal will save each and ev-
ery action you performed, whether it be a
key press, a mouse pointer movement or a
mouse button click. Many companies are
starting to use this technique to create de-
mos that actually simulate the program
being used.
Although other PD programs, and now
at least one commercial program, have
been introduced that perform the same
basic function, Journal is the program
that first brought this concept to Amiga
users. One other nice aspect about Jour-
nal is it shows another software concept
that can only be realized on a true multi-
tasking system.
Honorable Mention: MoreRows by Neil
Katin and Jim Mackraz (Fish 54)
MoreRows gave a simple and very use-
ful example of how the average user could
utilize the overscan area for normal use,
including CLI and Workbench. A side ef-
fect of Commodore introducing the A1084
monitor is that now even more people can
easily take advantage of the entire overs-
can display area since unlike the A1080,
the A1084 allows the user to shrink the
video display in both the horizontal and
vertical directions (the A1080 allowed
control only in the vertical direction). This
means that you can now easily use Mor-
eRows to view up to around 85 characters
horizontally in the average word processor
instead of the normal limit of 76 or 77
(taking into account the area taken up by
bar/border gadgets on each side). Combine
that with the four or five extra rows of text
With PKAX Amiga users can
download archived MS-DOS
text files and be completely
confident that they will be
able to unravel the archive.
that can fit in a MoreRows display, and I
think you can start to see how useful Mor-
eRows can become.
Honorable Mention: Mach by Brian
Moats (Fish 130)
What makes Mach special is that it es-
sentially combines several popular utility
programs (screen-blanker, title-bar clock
and New CLI hotkey) into one tiny pack-
age. Among other things Mach can help
eliminate the clutter of small window and
bar displays that can occur when you are
running several utility programs at one
time.
File Utilities
Gold Medal: PKAX by PKWARE Inc.
(AmigaZone file #9641; Shareware: $25)
Telecommunicating Amiga users know
that ARC is still the predominant stan-
dard for compressing files for modem
transfer. Although others have tried to re-
place ARC with another standard (in this
case most notably ZOO), like a tired ele-
phant, the entrenched ARC is here to stay.
For those who aren't happy with ARC, it
would make sense to adopt something
that is superior to ARC, yet downward
•compatible with ARC.
PKAX is the answer. PKAX is a pro-
gram that will only unravel files, it will
not create archives. However, PKAX will
unravel ARC archives in half the time
that ARC can. Just as important is the
fact that in addition to the standard com-
pression modes the Amiga version of ARC
supports (crunching, squeezing, packing
and storing), PKAX also can handle files
compressed with the squashing compres-
sion mode. Why would Amiga users care
about a compression mode that isn't even
used by their own ARC program? Amiga
users should care since in the MS-DOS
telecommunications service world, the
standard is not ARC, but PKARC.
PKARC is faster, more powerful and more
efficient than ARC.
What makes PKARC incompatible
with ARC (from a de-arcing point of view)
is PKARC 's squashing compression mode.
Therefore, Amiga users are not able to un-
ravel most archives downloaded off an
MS-DOS-oriented BBS or online service
using ARC. But if PKAX is used, there is
no problem. So with PKAX Amiga users
can download archived MS-DOS text files
or other files useful to an Amiga user and
be completely confident that they will be
able to unravel the archive.
There are two other reasons why PKAX
is very important to the Amiga communi-
ty. First, the introduction of PKAX to the
Amiga means that eventually something
even better will hit the Amiga PD soft-
ware scene: PKARC. Both PKAX and
PKARC are written by the same com-
pany, PKWARE Inc., so it is only natural
to assume that PKARC can't be too far
away from entering the Amiga world.
PKARC will not only allow Amiga users
to create archives substantially faster that
ARC can, it will also create much smaller
archives (thanks to the squashing com-
pression mode, which is much more ad-
vanced than the other modes). I'm sure
BBS sysops and BBS users will love to see
smaller arc files!
Second, on some MS-DOS BBSs that
also support an Amiga section (and there
are many of these), some sysops have de-
cided to adhere to only one archiving stan-
dard for the entire BBS, PKARC. This
means that all the Amiga files, in addi-
tion to all the MS-DOS files will be com-
pressed with PKARC (this is possible
since MS-DOS sysops have access to a spe-
cial program called LARC which will easi-
ly convert ARC archives to PKARC ar-
chives). Therefore on these BBSs, an
Amiga user who wants to download an
Amiga file will have to use PKAX to as-
sure that he will be able to unravel the
PKARC archive successfully.
Silver Medal: Filelnjector by Justin
McCormick (AmigaZone file #9973)
With computer systems if you don't like
a certain peripheral supplied by the com-
puter manufacturer you can usually re-
place it with a compatible piece of hard-
ware from a third party manufacturer.
Unfortunately the same usually doesn't
hold true if don't you like a certain part of
a software program. Or does it?
92 AUGUST 1988
Best of Amiga Public Domain
Filelnjector allows you to junk the file
requestor in any program and use a sepa-
rate one instead. While renowned Amiga
programmers like Charlie Heath and R.J.
Mica! try to help programmers by provid-
ing nice file requesters to add to their own
programs, Justin McCormick has pro-
vided help for Amiga users who use pro-
grams written by programmers who just
don't take advantage of such help.
Conman is like a cup of
coffee in the morning. When
you use it, you don't think
that much about it. But
when you don't have it, you
just can't function as well.
Bronze Medal: Pak by Mark Riley
(AmigaZone file #8896)
Pak has brought something to the
Amiga telecommunicating community
which unlike the 64/128 community, we
have lacked until now, That is archives
that are "self-dissolving." Self-dissolving
archives (known simply as SDAs to you
64/128 users) are compressed archives
where the user doesn't need a separate
program to unravel the archive. All the
user has to do is type the name of the ar-
chive.
Pak in a sense is the archive to use on
those special few files that a totally new
Amiga user must have in order to get
started in the BBS/online service world.
(For example, on my own IDCMP BBS. I
have used Pak to compress PKAX, so that
new Amiga users can easily get PKAX in
order to start downloading and unraveling
archives created with ARC.) Pak also al-
lows filenames to be longer than 12 char-
acters, which is convenient since unlike
MS-DOS, AmigaDOS allows for long file-
names. (This is a point which fans of the
archiver ZOO have eagerly used to try to
convince everyone else that ZOO is better
than ARC, although there are many pro-
grams that allow ARC users to archive
files with long names without too much
trouble.)
CLI Improvements 'Replacements
Gold Medal: Conman by Bill Hawes
(Fish 133; Shareware: $10)
Conman is like a cup of coffee in the
morning. When you use it, you don't think
that much about it. But when you don't
have it, you just can't function as well.
That's just how indispensable it has be-
come to me as well as to other Amiga us-
ers who are just as addicted.
How many times have you misspelled a
CLI command? How many times do you
have to type something from CLI that you
just typed in a few minutes ago? Besides
the obvious parts of Conman (the line-
editing and command histories portion of
the program), another feature that I
couldn't live without is the shrink/expand
CLI window functions residing on the
F1/F2 keys. It is convenient to be able to
get the CLI window out of the way and
bring it back again with one key press.
I shouldn't forget the fact that Conman
is totally transparent to the average
Amiga user. It does not replace your CLI
with something else (like a shell does), it
enhances what you already have.
Reviewing Uedit is like an art
critic reviewing a lump of
clay. You can mold it to suit
your needs, not those of the
author of the program.
Silver Medal: LS by Justin McCormick
(AmigaZone file #99021
Without a doubt, the most-used CLI
command is the DER command. LS is
what the DIR command should have
been. It will use up to five columns to dis-
play files, compared to DIR's two columns.
LS displays directories in red text for em-
phasis. LS can sort files by date or by size.
It can also do what the AmigaDOS LIST
command can do. And, of course, LS sup-
ports Unix-style wildcarding in addition
to AmigaDOS pattern matching. If you
only replace one AmigaDOS command
with an improved version, replace DIR
withLS.
Text Utilities
Gold Medal: Uedit by Rick Stiles
(Fish 121; Shareware: $25)
Uedit was definitely the most sophisti-
cated text editor to come along last year.
Its Learn mode makes it easy for begin-
ners, and total programmability allows
advanced users to shape Uedit into virtu-
ally anything they want. There are al-
ready application programs out in the
public domain that turn Uedit into a front
end for either Aztec C or for a Modula-2
compiler, and there are other such appli-
cation programs for Uedit.
Reviewing Uedit is like an art critic re-
viewing a lump of clay. You can mold it to
suit your needs, not those of the author of
the program. How many programs do you
know of that allow you to totally reshape
the program yourself without writing a
single line of code?
Silver Medal: Blitz by Hayes Haugen
(Fish 60; Shareware: $10)
For those who don't have a fortune to
waste on printer paper (or the time to wait
for the file to be printed), reading text files
on the Amiga monitor is a fact of life. But
this fact doesn't have to be a painful one.
Using Blitz is much more convenient than
using the Type command or even tiny
reader programs like More and Less. First
of all, Blitz looks like a real program with
a real user interface. More and Less re-
minds me of a program whose growth was
purposely stunted so as not to take up too
much disk space on a PD disk (and that is
understandable).
Blitz scrolls text at a speed like a pro-
gram running on an Amiga should. Blitz
also has a couple of nice stripping com-
mands that help to convert text files that
didn't make a modem transmission in the
same form that they were created in. Per-
haps what's most convenient about Blitz is
that it can be told to go into the back-
ground and go to sleep (with or without
the text file currently being displayed) un-
til called for.
Bronze Medal: Sniplt by Scott Evernden
(AmigaZone file #8377)
It's too bad that most text-oriented
Amiga programs don't make full use of
the clipboard. The clipboard can be used
to perform cut and paste procedures not
only within or between documents, but
also between totally separate programs.
Sniplt tries to make up for this, by allow-
ing you to move text from one program to
another. Unfortunately Sniplt can only
help if the two programs you want to im-
port text to/from use console windows and
not fancy Intuition windows. Nevertheless
Sniplt can still be useful in many situa-
tions.
Honorable Mention: Keep by Tim
Grantham (AmigaZone file #8936)
For BBS/online service users who cap-
ture hundreds of messages at a time,
Keep can help to sort out the important
messages from the rest of the clutter.
Keep requires only that there be a header
to each message that doesn't change. For
each separate message you can tell Keep
whether you want it stored and saved as
COMMODORE MAGAZINE 93
Best of Amiga Public Domain
part of a special group of messages that
have special meaning to you.
This program is currently used by the
Conference Chairman of PeoploLink's
AmigaZone. Harv Laser, to post Usenet
captures that contain only messages of in-
terest to the AmigaZone members. Keep
already has built-in support for People-
Link, GEnie, Usenet, CompuServe and
bulletin boards running BBS-PC software
among others, plus you can input a cus-
tom message header.
Normal Demos
Gold Medal: Khanankas by Ken Offer
(Fish 116)
Khanankas has become the standard
example of how good ray-tracing graphics
can get on the Amiga. Using what is wide-
ly regarded as the Amiga's best graphics
mode, interlaced HAM, Khanankas is
very good at mesmerizing Amiga users
just like Juggler was. Although the ani-
mation part of Khanankas is a yawner,
the graphics still knock you dead. The fact
that Khanankas will run with only 512K
made it accessible to all users at the time,
and back in 1987 most people still had
only 512K.
Silver Medal: RGB by Joel Hagen
(Fish 112)
RGB not only won the BADGE Killer
Demo Contest, but it was also the first
demo that showed how The Director could
be used as an animation creator in addi-
tion to just a fancy slide show creator. It
also helps if a demo has a decent humor
content, and RGB was amply supplied in
that department. Though I think that the
judges at BADGE gave its humorous con-
tent a bit too much emphasis in their
judging, RGB is a very fine demo.
Khanankas has become the
standard example of how
good ray-tracing graphics
can get on the Amiga.
Bronze Medal: Probe by Joel Hagen
(AmigaZone files: 7291, 7294 and 72951
Most demos last 30 seconds or less be-
fore repeating. When I first got this demo
that ran for over six minutes, I was quite
intrigued. Probe may not be as flashy as
most demos, but unlike most demos,
Probe has a real story inside it. You wer-
en't dazzled by Probe after watching it.
but you still wanted to have a copy any-
way. Of course being shown on TV as well
as being featured in AmigaWorld counts
for something too.
Honorable Mention: Berserk by Leo
Schwab (Fish 132i
Besides the now-famous story behind
Berserk and its famous predecessor. Ber-
serk is one of the best VideoSeape 3-D de-
mos 1 have ever seen, if not the best ever. I
wonder what wonderful creations Leo can
pull out of his cape if he suddenly acquires
an interest in ray tracing.
Not only did DemoReell
receive a gold medal this
year, it shouldn't have too
tough a time gaining entry
into the Amiga PD Hall of
Fame next year.
Custom Demos
Gold Medal: DemoReell by NewTek. Inc.
There is no question this was the top
Amiga demo of 1987. It was both dazzling
and long-lasting. Not only did it have kill-
er graphics and nice animation, it also
contained something that most graphics
demos sorely lack— sound. DemoReell
had fantastic digitized music and sound
effects to complement the visual part of
the demo.
As far as demonstrating things that
weren't old hat to the Amiga community,
DemoReell featured the 640 x 400 color
digitizing mode (with such stunning pic-
tures as the "Prego" and "Sanka" ads)
that had been added to their digitizer
DigiView.
DemoReell also premiered some of the
possibilities of NewTek 's yet-to-be-re-
leaged special effects package Digi-F/X.
Plus it obviously impressed quite a few
non- Amiga owners with the HAM graph-
ics that most of us have become pleasant-
ly accustomed to by now. Not only did De-
moReell receive a gold medal award this
year, it shouldn't have too tough a time
gaining entry into the Amiga PD Hall of
Fame next year.
Silver Medal: El Gain bv Kevin Sullivan
(Fish 1251
Color graphics in a demo usually take
precedence over the animation portions.
However, El Gato is a major exception to
the rule. El Gate's animation of a digitized
cat walking inside a window rotating in
3D was one of the most stunning things I
saw on my Amiga all year. It didn't seem
to matter that the only colors used in El
Gato were muted shades of brown and
gray. E! Gato was unique in that it was
the first demo I can remember that actu-
ally required more than 512K in order to
run fully.
Bronze Medal: Zeus by Greg Tsadilas and
Jay Dawes
This demo would have received much
more praise if El Gato hadn't preceded it
by five months. Still this demo was only
one of three demos that was forever im-
mortalized in Commodore's Amiga 500
TV commercial (the other two were Jug-
gler and Allen Hastings' VideoSeape
demo). It is certainly more colorful than
El Gato. The golden reflections off the
spinning sculpture were a pleasant sight
indeed. However, it came out after RGB,
HalfBrite Hill and other great demos, and
it just didn't stand out as much in Novem-
ber of 1987 as it would have back in April,
But it's still much better than anything
any other micro under $5000 could hope
to show.
Honorable Mention: Killer bv Robert Wilt
(Fish 115)
This demo gets recognized mainly since
many computer users, (especially Amiga
users) like to show that their computer is
superior to others. It really is childish, but
you still can't help feeling smug after see-
ing Killer. Others just liked it since it fea-
tured Beatles tunes. Take your pick.
Honorable Mention: HalfBrite Hill bv
Kevin Sullivan (Fish 126)
How many of you had ever seen any-
thing in I lalfBrite mode before this demo
appeared? On top of being a colorful demo,
hats off to Blair-Sullivan for bringing this
neglected mode out of the dark. I know
Leo Schwab's HalfBrite demo EHB (re-
viewed in March 1988 column) came be-
fore this one, but HalfBrite Hill is much
nicer.
Honorable Mention: Marketroids bv Ijeo
Schwab (Fish 115)
Being the Amiga addict that I am, I
couldn't possibly refrain from giving some
kind of award to Leo for Marketroids. If
for nothing else, Marketroids wins on hu-
mor and steadfast loyalty to the true spirit
of the Amiga. Sure, the graphics are such
that Atari ST fans could port this to their
machine easily, but doing that would be
94 AUGUST 1988
Best of Amiga Public Domain
like McDonald's selling flame-broiled
burgers, it's self-defeating and probably
quite embarrassing.
Graphic Display Hacks (GDH)
Gold Medal: Robotroff by Leo Schwab
i Fish 59)
For several reasons this was the king of
GDHs in 1987. First of all, unlike most
GDHs, Robotroff didn't take control of the
machine in order to perform its silliness
(small Robortron characters march onto
screen and try to take your pointer), it
largely left the system alone. The user
could continue with whatever he was do-
ing before Robotroff was run. Robotrofr
also is a harmless GDI! in that it docs not
harm the current display in any way. And
Robotroff has a time delay feature that
can be used to surprise an unsuspecting
friend. It also adds a small element of
chance, since you never know which Robo-
tron character will appear to attack your
pointer.
Silver Medal: Scat by Steve Pietrowicz
(AmigaZone file #6156)
While Ing! was based on the same con-
cept, Scat was much more fun to play
with. Imagine mutiny by the windows on
your screen against your pointer— that's
this program.
Bronze Medal: Vacbench by Randv
Jouett (AmigaZone file #9017)
Besides the obvious amusement this
GDH provides, Vacbench could actually
be put to use if, for example, you have a
stray graphic element on your Workbench
screen that you wanted to get rid of
Honorable Mention: Viacom by Leo
Schwab (Fish 112)
Leo created this to make a political
statement against a cable company whose
service he felt wasn't up to par. The next
time someone adjusts the antenna or
moves a piece of equipment near your
Amiga, give 'em a little grief by running
this and complaining that it is giving you |
interference.
Sound
Gold Medal: Play by Mark Rilev (Amiga-
Zone file #9421; Shareware: $10)
Although a couple of SMUS players
(which many people had trouble with) did
appear before it, Play is generally recog-
nized as the first PD music player for the
Amiga. All Amiga users could easily dis-
play pictures and animations, but until
Play came along it wasn't easy to show off
the Amiga's musical talent to others with-
out actually buying a commercial music
package. Mark Riley performed a great
service to the Amiga community by mak-
ing music accessible to all Amiga users.
Silver Medal: LED by Mark Riley
i AmigaZone file #7654)
Commodore helped the music scene
when they added a software switch in the
Amiga 500 and 2000 that turns the low
pass audio filter off. The only thing that
Commodore didn't do was to actually pro-
vide a program on the Workbench disk
that allowed you to take advantage of this
new feature. Mark has provided the pro-
gram to allow Amiga 500 2000 owners to
take advantage of this improvement to
their machines.
Other
Gold Medal: Wordwright by RTL Pro-
gramming Aids (AmigaZone file #8400 1
It is certainly nice to have many PD
text editors available for the Amiga, but
there are times when you long for a word
processor after trying to force your favor-
ite PD text editor to do things that it sim-
ply wasn't created to accomplish. Word-
wright is the only PD word processor
available, not onlv back in 1987 but even
in early 1988.
Wordwright isn't a bare bones pro-
gram either. Features like mail merge, an
outliner, a general set of utilities, formula
support and macros beef up Wordwright.
Many users complain about Word win ght
once they start to get serious with using it,
and is true that Wordwright's user inter-
face isn't designed for beginning users.
Nevertheless, Wordwright is the only one
available, and I applaud the author for re-
leasing it (even if he only did it after un-
successfully trying to release it as a com-
mercial product).
Silver Medal: Programmer's Suite by R.J.
Mical (Fish 107)
There are tons of programming exam-
ples for the Amiga. Most of these arc sim-
ply the source code listing of various PD
programs that have been attached to the
archives of the main programs them-
selves.
If you are looking for more than just an-
other piece of source code, R.J. Mical's Pro-
grammer's Suite Book One is a very help-
ful set of tools and examples. Book One of
Programmer's Suite includes several dif-
ferent routines with the accompanying
source code, including a color file request-
er, a fast text routine plus a way to use
custom wait pointers. Just as important
as the source code itself were make files
for both Aztec and lattice C compilers
present with every routine. R.J. didn't
have to release Book One as PD. he could
have kept his original plans to release it
as a commercial product. Instead Amiga
users have another reason to thank him.
Bronze Medal: The Final List by Chet
Solace
Compared to all the PD products that I
have seen in 1987, this one has to be a
horrible nightmare to maintain. How
would you like to call over 700 BBSs in
North America (not including a few dozen
in Australia and Europe) each month in
order to maintain the largest Amiga BBS
listing in the world (and probably more
extensive than any other listing for any
other computer)? For this alone Chet Sol-
ace deserves a salute, but it doesn't stop
there.
The Final List is by default a phone di-
rectory that is compatible with almost ev-
en' Amiga PD terminal program (namely
Communicator and all of its children, in-
cluding AMIC PD TERM). And Chet tries
his best to provide supporting information
about each bulletin board listed in The Fi-
nal List (even if the information regard-
ing accessibility via PC-Pursuit for each
bulletin board isn't always correct).
I hope that those of you who are using
The Final List will consider helping Chet
to keep this friendly giant alive and up-to-
date via either a monetary or informa-
tional contribution, since it would be a
shame if The Final List has to be taken
down due to lack of user support.
There you have it — my awards for the
best Amiga PD programs of 1987. Assum-
ing that I'll be around for another year, I
will be picking from among newly-re-
leased programs for possible entries into
the Amiga PD Hall of Fame for next year.
In the mean time, if you would like to
recommend a program to be inducted into
the Amiga PD Hall of Fame from this
group (or possibly another program, al-
though don't consider such a selection to
be very likely), please attempt to contact
me either via PeopleLink (ID: G KIN-
SEY), or on the IDCMP BBS (617)769-
3172, 24 hours a day, or via Commodore
Magazine. And, of course, if you would
also like to nominate a PD program writ-
ten in 1988 for an award when I select the
Best of 1988 Amiga PD programs next
year, please do so. Until then, I'll hope
you'll be keeping up with the newest in
Amiga PD programs every month in my
regular column right here in Commodore
Magazine. Q
COMMODORE MAGAZINE 95
Tips & Tricks/64 and 128
Continued from page 13
Word processing placeholder: If you're working on a long docu-
ment and need to quit for the moment, it's sometimes hard to re-
member where you were working when you quit. The same trou-
ble arises when you need to move temporarily to the top or bot-
tom of the document.
You can make it easy to find your place by typing one or more
special characters before you move away. Then just use your
software's Find function to search for the special characters.
I often use two asterisks, dollar signs or other keyboard char-
acters as m.v placeholder. Anything at all will work, provided it
isn't repeated elsewhere in your document.
Arleigh
Q-Link
Organizing word processor files: If you do much writing with
your word processor, it's easy to accumulate a long list of files
stored on your disk. Pretty soon it gets hard to remember which
file is which, and it gets very hard to retrieve what you want
from the disk.
The 1581 drive happily increases disk storage space, but it
makes this problem even worse. Here's my solution:
1. Format a blank disk.
2. Create a blank document and save it with the name DI-
RECTORY.
3. When saving a letter or other document, name it with the
date and a short identifving name. For example,
070488JSMTTH might be a letter written to John Smith on July
4, 1988.
4. As soon as you have saved such a document, load DIREC-
TORY.
5. Add the new letter's name to DIRECTORY, adding a few
keywords. In our example, you might add "070488JSMITH-
Amiga-Software".
6. Resave DIRECTORY. When it's time to retrieve your letter.
load DIRECTORY into your word processor and use the Search
or Find feature to look for the keywords you remember.
QTUTOR bar
Q-Link
GEOS and the Apple LaserWriter: If you u?e an 80 dpi dot ma-
trix printer to print out genWrite files, you know that what you
see on the screen is exactly what you get on the paper. But if you
use an Apple I LaserWriter or use the services of the CEOS Laser
Printing Center, your printed output does not always look as
you expect it to.
This is because even the CEOS laser fonts cannot perfectly
duplicate on the screen the LaserWriter's letter proportions and
spacing. The differences are most pronounced when centering
long lines of outline text^— the LaserWriter lines will be printed
too close to the left margin and definitely not centered.
Tb center outline text for printing on the LaserWriter, first
center the text and change to normal style (bold for bold-out-
line). Then place a tab above the beginning of the line of text.
Next, left justify the text and change to outline (or lxild-outline)
style. Finally, move the text over to the tab with CTRIA If the
text wraps around to the next line, you'll either have to move
the right margin to the right or shorten the line of text.
I've found this information useful when using geoPublish to
edit our local Commodore users group newsletter.
Dave Peterson
Ames, I A
GEOS and the Panasonic KX-P1080i: lb make this printer
work with GEOS, go to printer setup and change the printer
driver to MPS-1000.
Saeed Sadeghi
Granada Hills, CA
geoPublish warning: It appears that geoPublish addresses files
not only by name, but also by position. .Make sure that all the
text, photo scrap and font files you plan to use are on the disk
that you're using.
I deleted a file because I was running out of disk space, and all
of a sudden I got errors all over the place whenever I tried to rip-
ple or edit any text.
Fortytude
Q-Link
Learning BASIC: Remember last month, when we suggested
downloading the Q-Link program BASIC BASICSDA, upload-
ed by LOU SANDER1? Here's an E-Mail message I got from a
Q-Linker named ENT
'Thank you for uploading BASIC BASIC. I have had my com-
puter for over a year, and after doing the first section of BASIC
BASIC I wrote my own first program! Thank you again."
Q-Linker OMD1 says "BASIC BASIC fills half a disk side,
and it's explaining BASIC much more intelligibly then the 64C
System Guide or the Programmer's Reference Guide"
Louis F. Sander
Pittsburgh. PA
Q-Link repeating keys: If you want your keys to repeat on Q-
Link, just enter POKE 650,128 before you sign on. This makes
it much easier to draw Q-graphics.
IMD Walrus
Q-Link
Q-Link screen names: In case you're wondering about those fun-
ny Q-Link names, each Q-Link subscriber picks his own "screen
name" or "handle," by which he becomes known to all other Q-
Linkers. Screen names can be up to ten characters long, and the
Q-Link computers ensure against duplication. Each subscriber
account can have up to five different screen names, to allow for
several family members using the same disk.
Some of the names are quite interesting, as are most of the
people. A few of my favorites are TBEAR. DOG BRAIN, SHE
ELF and QUASMODEM. One "person," MELUTJR. is actual-
ly a furry bunny rabbit (or so she claims).
Louis F. Sander
Pittsburgh, PA
Disk IDs: If you're a casual computerist. you probably don't wor-
ry about assigning a different ID to each of your disks. Under
most circumstances, that's fine, since the ID makes no difference
whatsoever.
But it's still a good idea to implement a consistent naming
policy that avoids duplication of disk IDs, because there are two
circumstances where duplicate IDs can cause trouble:
1. Some software that uses multiple disks does not run proper-
ly if those disks have identical IDs.
2. Many disk library organizing programs are keyed to the
disk ID and thus cannot catalog more than one disk with the
same ID.
% AUGUST 1988
ips & Tricks/64 and 128
A good way to avoid duplicate IDs is to make up a card the
size of a diskette and store it in the back of your disk file. Each
time you format a disk, write the ID on this card in its proper al-
phabetical place. If you follow some pattern like AA, AB, AC,
AD and so forth, you'll never duplicate an ID again.
Arkigh
Q-Link
Thick diskettes: Is it hard for you to get 50 diskettes into a disk
holder that claims to be able to store that number? The problem
is most likely with the disk envelopes, rather than with the
disks themselves.
If your disk envelopes are made of thin cardboard, rather than
of paper or indestructible Tyvek>j, the disk and its envelope will
be as much as half again as thick as a disk in a thinner enve-
lope. (My Verbatim Datalifes used to come in Tyvek, but the
newest box came in cardboard. The new ones don 't fit well in my
storage boxes. LFS)
If your storage problem is extreme, you can buy Tyvek enve-
lopes and throw the cardboard ones away.
John Kuhne
Newmarket, Ontario
Canada
Colorful disk jackets: If you ever use one of the "disk jacket
printer" programs, try this little trick the next time.
Load and run your favorite graphics utility such as Print
Shop or Print Master. Create a design with nothing but a graph-
ic. Then re-insert the paper back into the printer, with the
graphic facing the printhead. Load your favorite disk jacket
printer, and print the jacket over the graphic.
Cut out your new stylish disk jacket, and see the look of envy
on everybody's face.
Earl Hartison
Address Unknown
1571 storage limitation: The 1571 drive can store twice as much
data on its double-sided disks as the 1541. All is not perfect,
though. The 1571's directory is the same size as the 1541's — 144
files maximum.
Granted, this is a somewhat trivial limitation, unless you're
storing many small files (like configuration files I on the disk.
On the 1541, you could store 144 four-block files and end up
wasting 88 blocks because the directory is full. On a 1571, you
could still store only 144 four-block files, but you'd be wasting
752 blocks of the disk— the original 88 blocks plus the entire
second side!
Charles Lavin
Coral Gables, FL
128 DRAW statement: This statement is more versatile than
you might think. The single statement
DRAW 160,100,50,50,35,35,190,190
will draw four different points on the screen. Also,
DRAW 160,100 TO 300,100,50,50 TO 50,100
will draw two separate lines, without having to execute a sepa-
rate DRAW statement for each one.
IMD Walrus
Q-Link
128 line counter: Have you ever wondered how many lines it
took to make that program? If you own a 128, all you have to do
is enter RENUMBER 1,1 and list the program. The last line
number is your answer.
VictorP6
Q-Link
128 error messages: Enter the words QUIT or OFF in direct
mode, and your 128 will surprise you with an ?UNTMPLE-
MENTED COMMAND ERROR. You won't find that in the
manual!
John Kuhne
Newmarket, Ontario
Canada
Mark your fanfold paper: When using fanfold paper, it's very
desirable to know where the pages end so the paper can be prop-
erly lined up in the printer. As soon as I open a new box of paper,
I take a bright red or orange bread tip permanent marker and
mark a stripe down all four corners of the paper.
I make the mark on the folded edge of the strip of sprocket
holes outside the perforations. The alcohol base of the marker
allows the ink to soak through the paper, so at the end of each
page a little red line can be seen at all the corners. This red line
is the end of the page and can easily be used to align the paper
in the printer.
When the printing is done and the sprocket strip is torn off at
the perforations, the red lines go with the sprocket strip, leaving
the pages themselves unmarked.
This simple procedure takes about two minutes with each box
of paper, and has been a great convenience to me for years.
Bernard J. Suss/nan
Washington, B.C.
Printouts from the machine language monitor: The 128's built-
in machine language monitor is a wonderful tool for exploring
the computer's memory, as are the many monitors available for
the 64.
It's frequently desirable to get a printout of the monitor dis-
play, but unfortunately most of the manuals neglect to tell you
how to do it. In most cases, it's very easy to get such a printout.
Just try the following steps:
1. In direct mode, enter OPEN 4,4:CMD4 <RETURN>
2. Enter your machine language monitor. (On the 128, this is
done by typing MONITOR <RETURN> or by pressing the F8
key.)
3. Type in the monitor command. If all is well, what normally
would be displayed on your screen will be sent to your printer.
To avoid having funny things happen later on, go back to BA-
SIC'S direct mode and enter PRTNT#4:CLOSE4 <RETURN>.
Richard Murphy
Tahlequah, Ok
Blue Chip printers: These popular printers use the same rib-
bons as the Commodore MPS 802.
If you have a program that doesn't list the Blue Chip as one of
the printers it supports, set the program up for the Epson FX.
John Kreps
Grapevine, TX
Microlllustrator tip: In this Tech Sketch program, the magnify
mode is very slow to move until the third or fourth time you hit
the SHIFT key. Hitting and releasing SHIFT LOCK has the
same result and never fails.
ZaphoddB
Q-Link 9
COMMODORE MAGAZINE 97
Gold Mine
Continued from pagv 1 7
Hardball: It's easier to hit the ball by just pushing the button in-
stead of swinging high, low, left or right.
CliffCongo
Manassas, VA
Hardball: When you're in the outfield, throw the ball to first
base instead of to second. It gets there much faster.
Mark Bickle
Oregon, OH
Harrier Attack: At the beginning of the game, bring the Hani-
er down so it's just above the water's surface, then add thrust un-
til you get in front of the battleship. Fire your rockets and watch
your score soar up to 265.000 points. This will help you in the
later stages of the game.
Donovan Botelho
Victorville, CA
Infiltrator: Get your spray ready while the guards are checking
your ID outside the buildings. Many times the guard can sound
the alarm before the spray takes effect.
It's a good idea not to use explosives outside the building,
since the noise may alert the guards.
On the second board, always rescue the Professor first. If you
blow up the laboratory first, the guards will almost always find
your papers not in order.
Nathan Tison
Pontiac, MI
Rung Fu Master: To beat the Master on Level V: Two kicks go-
ing up and down alternately; two punches the same way; a drop
kick and a low kick will finish him off. Practice Level V for a
while, and pretty soon you'll be a master yourself.
Shane Dolha
Address Unknown
Labyrinth: In the hedge maze, it's important to take the brace-
let. You'll need it later in the game.
In the Door Knockers room; ask knocker, hit knocker, insert
bracelet, open door. You're now in the Stone Faces maze.
In the Wise Man's Garden: save the game, walk to the Wise
Man, then "take." You now have a rule book for Sir Didymus.
Ask Wise Man and he'll tell you how to get out. Give quarter. If
he keeps saying something about "the hands of the clock and
the path of the ninth hour," ask him two more times then 'load
game." This time he'll give the right answer when you ask him.
Keith Welshonse
Lynnwood, CA
Legacy of the Ancients: If you're having trouble finding coins
for the exhibits, try going twice to some of the dungeons. Also
when in a dungeon, always examine each hall for hidden traps.
Never carry all your money around with you.
Paul Chktti
Manassas, VA
Legacy of the Ancients: When you're in the dungeon west of Ea-
gle Hollow, watch out for the Knucklers, Giant Slugs and Dan-
glers. Instead of fighting it out with them, use either a Magic
Flame or a Firebolt; these monsters do severe damage in their
own special way.
When you get out of the dungeon with the crown, go to the
castle and look for the sceptre. It's behind the door that won't
open with the stone key; use the iron key that the caretaker
gave you.
After getting the sceptre, go to the caretaker, who will give
you a magic ice. You have to use it when standing in front on the
little river that separates the two parts of the castle while you're
invisible.
Zi Wang
Kew Gardens, NY
Lode Runner: Having trouble passing the various levels? Tired
of losing men needlessly on one particular screen? To advance to
the next level of play, just press SHTFTAj, and all your problems
will be solved!
Timothy Schmidt
New Iberia, LA
Ninja: To get a lot of extra points, keep going into the Akuma's
Chambers, but don't use weapons. When you don't think you
can get any more men. go down to Torii by the Sea.
Todd Gunnerson
Canaan, NH
The Pawn: To open the shed, get the metal key from under the
mat in the Palace Garden. The wooden key opens the door in the
Forest. To find the door, go to the forest clearing, go south and
climb the tree.
To make light, you must do five things. First, take your shirt
and tie it to your wristband, which stops the Guru from laugh-
ing at you. Second, go to the Guru, who will ask you to get him a
drink of water; take his bowl. Third, go to the top of the moun-
tain and put snow in the bowl. Return to the Guru and give him
the bowl containing the water; he will give you a message. Fi-
nally, go to the forest clearing and examine the tree stump,
where you'll find a bag containing three colored stones. Mix
them together to form one glowing stone. Light, at last!
To move a boulder out of your path, tie your shirt to the hoe
and rake to form a lever which will move the boulder.
The couch in the underground living room can be examined
for Fergs. Take the hard hat before entering the mine.
Brian Lambert
Leisure City, FL
Planetfall: The curved metal bar is a magnet. Keep it away
from access cards. To get the key, hold the magnet near the crev-
ice; then drop the magnet to avoid all risk of erasures.
Floyd has an access card, so turn him off and search him.
Stephen E. Mynhier
Lake City, FL
Pure-Stat Baseball: After your player has been walked, watch
how quickly he gets to first base. If he arrives just after the
pitcher catches the ball, he should be able to steal second easily.
If you put the Hit and Run on when attempting to steal, he'll
have an even better chance.
FredDePaoli
Hammond, IN
Ramho: On the first level, save your exploding arrows. Use
throwing knives until you get the POW. Once you touch him
and he disappears, use your exploding arrows to blast the trees
on your way up to the chopper.
98 AUGUST 1988
Gold Mine ~
For an easy 3,000 points, go past the machine gun on the first
level. Keep going on the other side of the building until it is out
of the screen. Come back and touch the machine gun, collecting
your 3,000 points!
Curtis MacPherson
Address Unknown
Rambo First Blood Part II: When you stall this game, try run-
ning straight forward without shooting. If you're lucky, all the
enemies will magically disappear until you reach the fort.
JeffNess
Address Unknown
Seven Cities of Gold: If you continuously attack the natives you
will eliminate them. If you attempt to eliminate the Poor Hun-
ter/Gatherer, the natives go into a strange slow-motion dance,
during which time passes very rapidly. Once they start the
dance, you should eliminate them as quickly as possible.
Richard Ambrose
Naples, FL
Skyfox: On the higher levels it's often wise just to head into an
enemy unit, blow them away with missiles, then head for home
for a new batch of missiles.
Richard Ambrose
Naples, FL
Spy Hunter: If you're in the desert or on the icy roads, follow the
weapons van. As long as you follow it, the helicopter will not ap-
pear. When a new weapons van is about to appear, destroy the
old one — otherwise the new one will never appear.
Quae Nguyen
Tacoma, WA
Spy vs. Spy — The Island Caper: Plant coconut bombs and punji
pits at the openings at the top and bottom of the screen (make
sure you don't fall into your own traps 1. Your opponent will have
no way of avoiding them.
Also, when your opponent has the three missile parts and is
trying to get off the island and onto his sub, plant bombs and
pits on the shores of the island.
If your enemy is looking for a missile part that you own, drop
it near a tree and plant a snare right on top of it. The enemy will
think he's getting a break when he sees the piece out in the
open, but all of a sudden he'll be up in the tree.
Brian Larson
Delavan, WI
Summer Games II: The world records are on Track 18, Sector
13. You can change them if you have a track and sector editor.
Make sure you do it on a backup, because one mistake can ruin
your disk.
Mark Cosentino
Lincoln Park, NJ
Super Zaxxon: In the tunnel, the enemy planes will go slower if
you keep the fire button down.
To get through the force field in the second scene, match the
lines on the wall and on your altimeter. Go slightly higher than
the line on your altimeter, and you can safely go through every
shield until you reach the dragon. But watch out for obstacles
that get in your way.
To destroy the dragon, put the altimeter to the fourth line and
shoot him six times in the mouth.
Howard Weisbaum
New York, NY
Ultima II: To get gold easily, get a boat. To get a boat, get a blue
tassel, then bring a pirate ship to land, get on top of it, press
Board and move. Then use Fire to destroy him and all the other
monsters you encounter.
Jason A.Nikolai
Mosinee, WI
Ultima III: There's no set solution to this game, even with these
tips. Try forming a party and transfer all food, money and weap-
ons to one member. Quit and save the game.
When you have everything you want, give bows to your two
front men, providing they can handle them; bows hit targets at
long distances.
If playing with a Cleric, give him 25 wisdom points— that will
give you a major step in magic points.
Jimmy Prince
Howell NJ
Ultima IV: The Undead spell uses Sulfurous Ash and Garlic.
Cast it when fighting skeletons and ghosts.
The Gate Travel spell uses Sulfurous Ash, Black Pearl and
Mandrake Root, and costs you 40 points.
Resurrection is the opposite of Kill, so it uses the Reagents not
found in the Kill spell— Reagents A, B, C, D, E and H.
Patrick Lindsay
Heidelberg, Germany
Ultima IV: When getting Mandrake Root, get a horse and go to
the single patch of swamp in the Bloody Plains. While on the
patch, exit the horse and search the patch when both moons en-
ter the new moon stage. Keep searching and finding Mandrake
Root until the moons change their status. You can have up to 99
of each reagent, so I suggest you fill up on Mandrake and Night-
shade.
Craig Massee
Address Unknown
Uridium: For infinite lives, load the game, reset the computer,
then enter:
POKE 3427.187 <RETURN>
SYS 2304 <RETURN>
Adrian Zenker
Buenos Aires, Argentina
Winter Games: As soon as you start playing Hot Dog, put the
joystick diagonally NW, holding it there for about a second.
I Then push it to the right and complete the flip. If done correctly,
you'll glide in for a perfect landing and get a score of 10.
Todd Gunnerson
Canaan, NH
Wizard's Crown: To enter the third dungeon, you need the em-
erald key which you'll find in a skeleton on the second level of
the old thieves guild. Once you enter, construct the golem staff
and find the password to the fourth and final dungeon. The pass-
word is ROBIN.
To save time and trouble, avoid gnarled trees, wardpact de-
mons, dragons and veteran adventurers.
Jason Rothstein
Quebec, Canada
COMMODORE MAGAZINE 99
roy Lyndon: Defender of the Commodore Crown
Continued from page 61
thing from each other: We want to make
our lives easier to live. This feeling of
teamwork has helped us get through the
rough spots.
Our plans for the future include a vari-
ety of development possibilities. Being
that all of our programmers program in
assembly language and have extensive
backgrounds, any of them could move into
writing utilities or business software with
virtually little or no learning curve. How-
ever, do not fret. We will always do games
as long as loyal customers enjoy enter-
tainment products.
This fall we will be releasing what I con-
sider our third generation of software. Di-
Arcade machines have one
purpose: to deliver a single
game to the consumer for a
quarter. Microcomputers, on
the other hand, are very
versatile.
gitized sound and music will appear in
most of our games, but what I am most ex-
cited about is our ability to scroll the
screen around in a playing area of 50 to
100 screens.
Jermaine: Is it true that you worked on
Defender of the Crown?
Lyndon: Yes, John Cutter and I pro-
grammed three of the four action se-
quences in the 64 version of the game.
Bob Jacob, at Cinemaware. gave me a call
one day. He wondered if I could get him
out of a sticky situation. His programmer
definitely needed some help in order to
finish Defender of the Crown by its project-
ed release date. He outlined what he
wanted done, and we finished the job three
weeks later.
Probably the most significant scenario
of Defender of the Crown was the joust
tournament. I liked it because we gave
you the unique illusion of bouncing along
on the back of a horse. This effect was ac-
tually pretty easy to generate. Basically
you set the "Y" scroll register between 0
and 7 to make the computer image move
up and down and start experimenting
with different number combinations.
After running a series of teste, I came up
with the answer: 024677766420. When
this sequence is repeated at a rapid rate of
speed, one bounce after another takes
place on the screen. The joust scenario
also contains another unusual feature. As
you charge your opponent, the other horse
and rider are the only items in the picture
that appear to get closer. Background ob-
jects like tents, the railing, etc. always
stay exactly the same size. It's strange
that most players aren't aware of this fact,
but the sensation of riding the horse
seems to camouflage this obvious attempt
to simplify things.
There were two sword play animations
in Defender of the Crown. John and I did
the one where the knights are fighting in-
side the castle. Even though the game
play of this Commodore 64 challenge
could have been better, it's an improve-
ment over that of the Amiga version. The
final arcade sequence was the catapult
scene. As each rock was fired at the castle
wall, we had to visually construct a new
wall (displaying more damage than the
previous one). With both of us working to-
gether on these challenging mini-games,
everything went smoothly, and we fin-
ished things up by the end of March.
Jermaine: How did you become involved
with Capcom?
Lyndon: I met Joe Moiici. Vice President
of Sales and Marketing at Capcom, dur-
ing the early days of 1987. We quickly ne-
gotiated a deal, where Lyndon and Associ-
ates would develop a series of microcom-
puter arcade game conversions (for them
to market ). By the way, this agreement
, has worked out well for both parties.
Jermaine: Tell me how a coin-op arcade
game conversion is made.
Lyndon: First of all, we storyboard all of
the things that have to be present in the
game. Once the storyboards have been ap-
proved by the publisher, it's time to dis-
cuss the size of the computer players, all of
the technical limitations, trade-offs, etc.
When every detail of the computer game
has been mapped out on paper (in terms of
technical specifications), Capcom OKs
things again before we actually begin the
development process. As far as develop-
ment time goes, 20% of it is used to gener-
ate the sounds and music, 25% goes into
graphic design, and the remaining 55%' is
needed to program the code.
We also entertain visitors from Capcom
about every 30-60 days. They come to see
the progress we've made and tell us what
they like and dislike about the product. I
personally approve of these visits because
it gets more people involved in the devel-
opment process. If everything goes well,
the game should be finished in six to nine
months (depending upon the complexity
of the project).
Jermaine: What are "trade-offs'?
Lyndon: Whenever we translate a coin-op
theme to the microcomputer environment
certain elements of the arcade game can
never appear in the 64 program (because
of memory restrictions). To compensate for
these absences, we usually dress up the
graphics and make things more attractive
by adding some new ones. This is our way
of giving the consumer the most product
for his hard-earned dollar.
Hat Trictfs programmed
intelligence is a good
example of how computer
logic should be implemented
in a game: it's very simple
but effective.
Jermaine: What have you learned about
coin-op arcade games in general?
Lyndon: To begin with, the standard vid-
eo machine has from 1-2 megabytes of
memory. This factor allows them to move
a large number of objects around the
screen at any given time. The graphics
themselves are generally displayed and
stored in a totally different manner' than
the way we perform the same operations
on microcomputers. Everything is basical-
ly more cryptic in nature. Arcade games
also contain approximately 16 dip switch-
es. These switches allow us to enter a test
mode, change the perspective of the game,
advance to a particular level of play, etc.
Their presence makes it easier to map out
every inch of a game during a short period
of time.
We're also discovering advanced digital
sampling in some of the new machines.
Digital sampling is a special technology
where you take a particular sound in the
real world, reduce it to a pattern of num-
bers that the computer understands, store
that data in memory and have the ability
to play it back as it originally sounded.
Believe it or not, several home computer
games already feature digital sampling
sound effects, but the ones in coin-op ma-
chines are naturally more sophisticated.
Before we leave this subject, I'd like to
give you another explanation of why these
two systems are so drastically different.
Arcade machines have one purpose: they
are designed to deliver a single game to
the consumer for the price of a quarter.
Microcomputers, on the other hand, are
very versatile. They are capable of per-
forming a number of different tasks.
Jermaine: Would you share a few secrets
about the making of Speed Humbler?
100 AUGUST 1988
Troy Lyndon: Defender of the Commodore Crown-
Lyndon: That project forced me to develop
the fastest scrolling effect I've done to
date. I was also moving up to 32 objects on
the screen at one time. Speed Humbler is
a good solid challenge, but we could have
made it better by reducing the number of
moving objects to 16 and improving the
quality of graphics.
Jermaine: I understand Hat Trick is one of
your favorite games. Why is that so?
Lyndon: Hat Trick had an interesting
problem: it was the first program I had
programmed at a clock, speed faster than
60 game loops per second. In most com-
puter games, we have something called a
raster interrupt. Basically the system per-
forms one task for a while, then it sudden-
ly does something different. When that cy-
cle has been completed, the computer ei-
ther returns to performing the original
task, or it does something else for a period
of time. In my games I always like to
know where the raster is on the screen.
Being that I didn't have to move many ob-
jects, I elected to use a clock speed of 240
game loops per second. This approach
gave me ultra-fluid player motion, while
making it easy to simulate the sensation
ofskatingonice.
The Hat Trick computer logic is also
easy to understand. First of all, skill levels
were based on how quickly your opponent
gathered information. If you were playing
at a high skill level, for example, your ad-
versary was processing data very quickly.
In lower levels of play he performed the
same operation but not as often. In other
words, fast is smart and slow is dumb. His
main objective was to go after the puck
(wherever it was located on the ice).
Goalie logic was equally simple in na-
ture. The goalie shifted his position to
match the up and down movements of the
puck. Once the puck was a certain dis-
tance from the goal, he became interac-
tive and aggressively moved toward it.
These rules of action were easy to enforce,
and they made your opponent smart
enough to give you a superior challenge.
Hat Trick's programmed intelligence is a
good example of how computer logic
should be implemented in a game: it's
very simple but effective.
Jermaine: Can you give me a sneak pre-
view of what lies ahead?
Lyndon: As you read this interview, some
of these products may be on the shelves of
your favorite computer store. Where Cap-
com's 1942 program had you shooting
down Japanese aircraft, 1943 teleports
you to the Battle of Midway This time,
you're going after ships as well as planes.
Sarge (another Capcom release) is an in-
teresting military game where the player
must evade and destroy enemy tanks and
helicopters. We're also working on a new
joystick-driven "sword and sorcery'' ar-
cade game.
Another project is being done for the
Gamestar division of Acti vision. Mike
Suarez acted as producer of the project. Fi-
nally, Street Fighter is our latest and
greatest. The game combines great ani-
mation with superior payability and is
my all-time favorite.
Jermaine: I heard you recently took a trip
to Japan. Why did you go and what did
you learn from the experience?
Lyndon: During October of 1987, 1 spent a
couple of weeks at the corporate head-
quarters of Capcom. I was there to study
new methods of creating coin-op arcade
conversions on home computer systems.
After arriving at the airport, I was initial-
ly surprised to discover the cab drivers
over there wore white gloves and drove
Mercedes automobiles.
The Japanese programmers are equally
eccentric. They were blunt and to the
point when it came to talking about their
work, I think that's partially due to the
fact they have trouble speaking English.
It's also interesting to note that they liter-
ally think in terms of right to left (the
same way that they read). When I first ex-
amined the graphic format of their game
If you examine the latest
marketing statistics, you will
discover that 64 software
sales have shown a steady
increase over the last four
quarters.
code I had a tough time figuring it out.
As far as developing software goes,
some of their tools are good and some of
them aren't. Our microcomputer artists'
tools are generally better than those
found in Japan.
One more thing should be mentioned
here: there is a definite difference between
Americanized Japanese food and tradi-
tional Japanese food. For a meal over
there, I ate several marble-sized items
with a pair of chopsticks. By the end of the
first day, I was dying to get my hands on a
Big Mac. Incidentally, the people of Japan
are excellent hosts. They really go out of
their way to entertain their guests.
While we're talking about my trip, it
might be fun to compare the typical Japa-
nese game developer with his counterpart
here in the States. Microcomputer pro-
grammers in Japan generally earn
around $30-40,000 a year, which is hard to
compare to what we make in America.
Different companies over here have differ-
ent pay scales. Programmers in both
countries work from 40-80 hours a week.
Sometimes it becomes necessary to work
even longer hours. As far as the standard
of living goes, a large percentage of the
Japanese programmers live at home with
their families. If you saw the price of prop-
erty in that country, you'd know why.
We recently took all of our employees to
Disneyland for a day. Every week or two I
order pizzas for lunch, so we can sit
around and discuss what's going on in-
house. I think I can safely say most of our
competition (in the United States) does
the same sort of things. In Japan, software
companies are generally not as easygoing
as their American cousins.
Jermaine: How do you write your games?
Lyndon: Our development process is done
in two stages: (1 ) The assembler is operat-
ed on an IBM PC, and (2) the de-bugger,
which is more or less an interactive de-
bugger, runs simultaneously on both the
PC and a Commodore 64. All source mate-
rial is written on the IBM PC. We use the
PC to get code into the 64, the systems in-
teract with each other, and the program is
gradually de-bugged. When the process is
completed, the programmer sees the end
results on the 64 only. This excellent as-
sembler was developed by Ken Rose and
Jack Thornton, while the de-bugger was
written by Mike Schwartz.
Jermaine: Why are you still developing
games for the Commodore 64?
Lyndon: If you examine the latest mar-
keting statistics, you will discover that 64
software sales have shown a steady in-
crease over the last four quarters. This in-
formation convinces me that the Commo-
dore 64 will have a strong following for at
least one more year. After that, I can only
speculate what will happen. A lot of peo-
ple have been following the ever-growing
IBM PC market. I certainly hope as the
game industry continues to write software
for the PC, it doesn't lose sight of the valu-
able Commodore 64 consumer. I can tell
you that I certainly will not.
By the way, Pacific Dataworks is look-
ing for a few good men (and women). If
you're a good Commodore 64 programmer
with a lot of imagination and the guts to
participate in a great adventure, write to
Troy through Commodore Magazine. I'm
sure he'd like to hear from you. ra
COMMODORE MAGAZINE 101
Magic's Majesty in Adventure Games
Continued from page 53
The abilities that are added
by worn magical items may
or may not be useful to all
characters.
magical that you've come across in your
travels so far is a rod. By waving the rod
at the fissure, a crystal bridge appears
and allows you to cross back and forth. By
using the rod intelligently, you've solved a
problem that could not have been done by
ordinary means.
Worn Magical Items
Especially popular in role-playing
games, magical items that are worn tend
to add to the abilities of the character who
is wearing them. These items can include:
rings, clothes, armor, hats, shoes, amulets
and necklaces. These items usually take
effect only when worn and show no magi-
cal promise when not worn. An indication
of some kind that the item is magical is
usually given by the game when the item
is first put on or when it is found. In either
case, these objects can have one of two ef-
fects: increase the natural abilities of the
character wearing the item or give the
character extra abilities that he didn't
have before.
You often hear in role-playing games
that a character possesses a +2 sword or
other weapon or item. Also, each charac-
ter has certain values associated with the
abilities that he has. The + 2 means that
when a weapon or item is used a certain
ability of the character is increased by two
points. Certain magical items that are
worn help to increase some abilities. In
particular, certain armor or an amulet
may increase the defense or intelligence
ability respectively of the character by a
certain number of points. If a battle oc-
curs, then that character may be more
prepared for the scuffle because his de-
fense rating was increased by four points.
In the same way, when it comes to using
knowledge to find out something, the
truth may come quicker because the amu-
let raised the intelligence ability by five
points.
The opposite may also occur in both
cases. Worn items may actually decrease
abilities as well as make them better. The
end result depends on the particular item.
If you can evaluate the object before using
it, do it— because a detrimental effect is
not worth the gamble.
Other worn items tend to add abilities
to a character that he never had before.
These abilities are more often special
characteristics that are magical in nature,
rather than the addition to standard abili-
ties like defense and intelligence. Depend-
ing on the character, the magical ability
may or may not be effective, In the case of
a gnome, a ring that makes the wearer
into a gnome is useless. But, in the case of
a deaf human being, a necklace that re-
stores hearing is most desirable. As you
can see, the abilities that are added by
worn magical items may or may not be
useful to all characters.
From "hocus pocus" to
"abracadabra," magic words
or phrases have been the
mainstay with magicians
throughout the centuries.
The popular King's Quest offers a good
example of the use of a worn magical item
that adds a special power to the wearer,
while at the same time decreases another
ability. The person who rubs the magical
ring while wearing it in King's Quest
turns invisible. However, that same per-
son loses points in the game, something
that indicates that maybe there is another
way to solve the current puzzle without
turning invisible. Rubbing the ring adds
an ability (invisibility) and decreases a
rating (score). Such a double effect is an
indication that there may be two ways to
solve a puzzle in the game or that you
have to weigh the decreases and increases
in the game to determine the right combi-
nation of each that will give a winning so-
lution.
Magic Words
From 'hocus pocus" to "abracadabra,"
magic words or phrases have been the
mainstay of magicians throughout the
centuries. Ancient cultures had medicine
men who recited incantations to perform
various acts. Modern days see magicians
trying to steer away from the trite words
and language, but a "presto" seems to pop
up every now and then anyway. What
comes out of this is that words sometimes
have more power than magical objects, if
the faith put into believing that the words
will work is strong. Anyone who recites a
spell without believing its potency will
cause the spell to fail as a testament to his
disbelief. In the same way, confidence in
using the magical words offers an extra
push. Unfortunately, in most adventure
games, this belief in the words is avoid-
ed—just saying the magic word causes its
result to take place.
Some games are laced with
magical items and spells
that aren't really needed to
win the game.
A good example of use of magical words
is in Arazok's Tomb. Saying "rezrathron"
conjures spirits. Saying "tnahcne" en-
chants a small statue. Saying "light"
makes a candle's flame come to life. Un-
fortunately, only the word "light" is actu-
ally of real use in the game. You do need
to light a candle. In the cases of the other
two words, upon reciting them, their pro-
fessed effect doesn't happen, but a mes-
sage is given to the player about some-
thing else in the game.
This example shows that although the
ability for magic is there, it may not be
necessary to complete the game. This is
often the case. Some games are laced with
magical items and spells that aren't really
needed to win the game. They are simply
there to entertain or confuse the player
and to offer more of a challenge in the
game. Regardless of the result, the way to
use magical words is to simply recite them
by whatever means the adventure allows
speech. Then and only then will the power
of the words be realized.
In Blade ofBlackpook, if you type in
the word "regnilo" when with the lizard in
the lake, all of your objects will be lost.
The message here is that you shouldn't
expect every magical word to be beneficial
to your situation. If this were the case,
then every time you used magic, you
would expect the result to make the game
easier for you. Then you would run
around casting spells and using magic,
with no check on your actions. Magic that
doesn't work or magic that works against
you is a necessary evil in the world of ad-
venture games to add checks and balances
to situations that otherwise would be too
easy or too hard. Just remember to use the
magical words once to see what they do
and only again where they are meant to
be used.
Miscellaneous Magic
All of the things I've talked about so far
have been the major appearances of magic
in adventure games. Now come the not-so-
obvious forms of magic. Because of the
various ways in which magic is presented
in a game (if at all) by the author, there
102 AUGUST 1988
Magic's Majesty in Adventure Games
are so many uses of it that it would be
very hard to describe all of the methods.
Because magic deals with the unreal,
there are no laws that dictate whether a
certain type is valid or not. Nevertheless,
here are some of the other ways that mag-
ic is presented to adventure game lovers.
Sometimes, it's not so much how you
use a magic item, but just the fact that
you are holding it or are touching it. Just
like Indiana Jones, in his first movie,
when he lifted the idol that started the
huge boulder rolling, merely touching a
magical object causes it to work. Touching
a crystal ball in some games will cause it
to light up and begin showing the future
or past. The only way to find out whether
to touch an item or not is by touching it
and seeing what happens. If the object
harms you, return to a previously saved
position and learn from your mistakes.
Otherwise, note the result of your touch-
ing the item. In the case of a touch-sensi-
tive magical item, you can't prepare for
encountering it— you can only use intelli-
gence to determine what to do after you
have set off the item. That answer is
game-dependent.
If you carry a certain item into a room,
it becomes active. In Adventure, if you try
to catch the bird while holding the magi-
cal rod I talked about earlier, you can't do
it. This is because the bird is afraid of the
rod. However, if you drop the rod first, you
can catch the bird. Again, you can't pre-
pare for the effect that the item has. A
good result of having an item spring to life
when you enter a specific location is that
you find out that it's magical. This is also
true of touching an object. Just be pre-
pared to run in case the object that
springs to life as a weapon and turns on
you!
Charms, both good luck and bad, are
important in some games to ward off evil
(or good). The only way to tell if the charm
is working is to put yourself in a situation
where you know the outcome is deter-
mined by luck. If your charm works, for ei-
ther bad or good, then you know that it
was a good thing to have along on your
travels.
Wishbringer is a perfect example of a
game with a charm in it. The stone named
in the title of the game has many powers.
When you wish for one of these powers,
you must be holding some related item. If
holding a horseshoe, you can wish for
luck. If holding an umbrella, you can wish
for rain. This game is an example of mag-
ic brought about by possession of a certain
item. Knowing what to carry makes the
magic effective. Again, we are faced with
an example that illustrates the most im-
portant rule regarding magic in adven-
ture games: knowing what the item does
and what the magic is intended for is half
the battle in solving the magic-related
puzzles in the adventure.
In addition to specific objects that are
magical in a game, there are also magical
people, creatures and rooms. Any adven-
ture that claims to be in a world dominat-
ed by or supporting of magic should have
at least one example from one of these
magical forms, if not all. Most adventures
have some kind of evil or good wizard that
you have to get past at some point in the
game. If you think about it, if you perform
magic in an adventure, you are a magical
person too. A good adventure will present
you with alternate magical characters
with whom you can interact.
Creatures and rooms are a different sto-
ry. Although you and other characters in
the game may use magic, there may not
be members of the animal world that are
affected by magic. Some game authors de-
sire to leave magic only to human beings
and leave the animal kingdom alone. This
is a valid direction to take, making the
game simpler to write. More likely is the
inclusion of some kind of magical mascot
(usually a bird for wizards) or enemy that
is a creature, either legendary (and thus
not real) or normal (with magical quali-
ties). These creatures may offer extra sub-
stance to the game and some unusual puz-
zles that involve the removal of such en-
chanted creatures.
Magic rooms are usually seen in at
least one point in the game. If the adven-
ture is a graphic one, you can usually tell
from the picture whether you have en-
tered a special room. In text adventures,
you have to rely on a description. Most of
the time, magic locations are protected
from normal entry by magic barriers or
are accessed through hidden or magically
created (portals, etc.) entrances. Magic lo-
cations usually pop up toward the end of
the game. Sometimes, reaching a magical
room is the goal of a game. In either case,
expect a lot of strange things to happen in
these places, for if your surroundings are
enchanted, then anything goes.
Magical vehicles are not used as much
in adventure games as I'd wish, but never-
theless are very interesting. They usually
require some sort of special knowledge to
work and may transport you to other
times or just to other locations in an in-
stant. Typical of time travel is the time
machine in Zork III. You find it in the
technology museum and must push it to
the jewel room in the museum. After ex-
amining the time machine, you notice a
dial with numbers on it. Turning the dial
and pushing a button will transport you to
the time on the dial. By setting the dial to
776, you travel backwards in time to the
past and find a treasure in the jewel room
in the year 776. In this example, the mag-
ic vehicle was easily controlled once you
knew how. This is the key to working any
magical vehicle. Often, you have to look
hard for the directions to use the vehicle,
but after you find them the rest goes
smoothly.
Another example of a magical vehicle
requires no knowledge of operation at all.
In Dragon's Lair, one of the sequences re-
quires you to ride a horse that has come
alive and gone crazy when you sit on it. As
well as a magical vehicle, this example
also illustrates something magical that is
activated with touch. As you can see,
some magic transcends categories and re-
veals an entirely new form of magic that
combines aspects of different effects.
Finally, magical items are sometimes
the goal of an adventure. For instance,
most role-playing games are presented as
quests for some object that is the focus of
the travels and the end of the adventure.
Role-playing games lend themselves well
to such a journey because of the differ-
ences between characters and the camara-
derie that results. Questran and Faery
Tale Adventure are both games that in-
volve a magical item in their goal. In
Questran, you must find the renegade sor-
cerer, Mantor, and steal back the book of
evil magic, rendering him powerless. In
Faery Tale Adventure, you must find the
special weapon that will defeat the evil
necromancer. In both cases, the quest is
long and full of mini-quests along the way
that lead to the discovery of the magical
item.
Magic was brought alive by the magi-
cians of the 19th and 20th centuries who
performed their acts for audiences of all
types. With the advent of computers and
inspiration of games like Dungeons and
Dragons that are played entirely on paper,
magic forged its way into new frontiers by
becoming condensed on floppy disks. The
next step is to make that magic more real-
istic by using the technological advances
in better microprocessors, like the 68000,
and CDI technology. Just as real-life ef-
fects get bigger, better and more mysti-
cal— like the disappearance of the Statue
of Liberty by David Copperfield— the com-
puter world magic must and will become
just as amazing. Until then, boot up a disk
and pretend you're Merlin. Q
COMMODORE MAGAZINE 103
COMPUTER DIRECT
Will No* Be UNDER
ND WE MEAN IT!
Famous IRIMT® Brand •
[ Prices Expire 8-31-88
Genuine IBM® Printer
BVi" Letter Size
Super Sale
■ ListS 199
Limited Quantities.
1st Come, 1st Serve Basis.
SAVE
(Add $7.50 shipping.*)
No One Sells This
Printer For Less!
• 80 Column
• Enlarged
• Underline
• Graphics*
• Unbelievable Low Price!
• Advanced Dot Matrix - Heat Transfer
• Upper & Lower Case (with True Lower Descenders)
• Low Cost Adapters Available For IBM • Apple • Laser • Commodore
(* Graphics available with Commodore and Apple Interfaces.)
This printer was made by Canon® for IBM®. It comes ready to hook up to the serial port of the IBM® PC jr.
Plus with low cost adapter cables you can connect the printer to the IBM® PC, XT, AT, & Compatibles,
the Apple® II, He, & lie, the Laser® 128, Commodore® 64 ,128, SX-64, Vic 20, & Plus 4, in addition to
most MS-DOS Compatibles and more.
IBM. Appl. Canon. Commodore. Atori I lom or* ngiitand trodxnorVi ol InwmHional Buiinni Modiinm, Appl. Computar. Cnnon Int. Commodon kinni Machlim. Atari Inc. I Vla»o T«hnoloot« llMpMlwty.
15 Pay Home Trial * 90 Pay Immediate Replacement Policy
COMPUTER DIRECT
22292 N. Pepper Rd. Borringlon, IL. 60010
Call (312) 382-5050 To Order!
• IILinoij ransom add ftlrg* uks ta*. All orden muii be in U.S. Dollar*. W* ihjp to lII points in the US.. CANADA. PUERTO RICO. A APO-FPO.
Please call tot ,!i*i|n ouutde continent*. U.S. or CO D. MAILORDERS enclave cashier check, money order, or pcraonal check. Allow 14 day* delivery. 1
io 7 days for phone order, and 1 day expreif mail - Pricei and kvmj lability tubject IO change without notice. Shipping and handliita Charge* trr not refundable.
( Monitors only .hipped in continental U.S.) COMPUTER DIRECT will match any valid nationally ■dveniied delivered price on the exact MtM product with
a comparable payment method (exdudlnj any applicable talc* t*»e»l A phytic*! copy Order of the
current valtd lower priced ad muil be luppliec. with the order, or wiihin 1) dayi of davof purchaae VISA MASTERCARD C.O.D.
COMPUTER DIRECT
Is 1 st In PRICE, SUPPORT, & GUARANTEE!
WE LOVE OUR CUSTOMERS!
Prices Expire 8-31 -88
C64c Computer
Includes GEOS (Word Processor &
Versatile Drawing Program)
Our Low Sale Price
$m JE4195
149
(Add J10.00 shipping.*)
List $249
AMIGA
Amiga 500 Computer Sale
51 2K Computer _, ■■ _
Compatible with Amiga V.OII POf
1000 Software D-.1--
List S799 rn**
Amiga 1010 External Drive Sale
3'/i "Compact-Size Coll Fftr
Micro-Disk Drive .
Lisi$299 Price
Amiga 1084 Color Monitor Sale
1 3" RGB 80 Column x 25 Call FQT
Row, 640x400 Pixel Tz .
List $399 Price
300/1200 BPSMigettt
Pocket Modem
Carry (he world
of computing in
your pocket!
Feature*:
• Hayes compatible
• Runs on A/C or battery
• Turns on/off automatically
• Small enough to put in your pocket
• Plugs directly into your serial port
on many computers
• Easy to use; no switches to set
• On-screen status lights show
call progress
Our Low Sale Price
$
99
(Add S3, 00 shipping.*)
95
List $413
24-Pin Printer
Document Quality
IBM And Epson Graphics
800K 3'/j"
Disk Drive
Commodore 1581 Works With
C64/C64cr andC128/C128D. Over
800K Bytes of Formatted Storage On
Double-Sided 3.5" Microdiskettes.
•135CPS
• 32K Print Buffer
• Serial Impact Dot Matrix
• 24 Wires (12x2 staggered, diameter 0.2 mm)
• IBM and Epson Mode
• Adjustable Sprocket & Friction Feed
• Parallel Centronics Port
Our Low Sale Price
$OiCa95
359
(Add $10.00 shipping.')
List $599
Our Low Sale Price
95
$179
List $249
[Add $10.00 shipping.')
300/1200 BPS
External Modem
• Fully Hayes Compatible
• 1200 Baud Bell 2 1 2A at 1200 or 300 Bits/Sec
• Aulomotic Dialing S Answering
• Auto Rediol At Receipt Of Busy Signal
» Built-in Speaker With Volume Control
• Built-in Help Commands
• Both Touch Tone ond Pulse Dialing
• Uses RS-232C Interfoce (Cable Required)
Sale Price $
(Add $3.00 shipping.')
79
95
Lid $139
300/1200/2400 BPS
External Modem
• Fully Hayes Compatible
• 2400 Baud Bell 212A At 300, 1200 £ 2400 BPS
•Both Tone* Pulse Dialing
• Built In Speaker With Volume Control
• Command BuHer That Holds Up To 40 Characters
• Uses RS-232C Interface (Cable Required)
Sale Price $
(Add $3 00 shipping ■)
159
95
List $249
<2> Js Pay Homo Trial • 90 Day Immediate Repjacamant Policy
^ (3121382-5050 E^^T COMPUTER DIRECT
^.--.H * „/ w T f **WfaFW \£_ ^| 22292 N. Pepper Road
Call We Love Our Customers! Mall Barrington, IL. 60010
COMPUTER DIRECT
Will Not Be UNDI
AND WE AAE/VIM IT!* I Prices Expire a-^es"
Super Hi-Speed 200 CPS Printer
Star Micron. cs LV-2010 10" Printer With Near Letter Quality
Sale $ | QO95
M M List $499
(Add $10.00 shipping.*)
No One Sells This Printer For Less!
Printing Speed
200 Characters Per Second Draft
45 Characters Per Second NLQ
• High Speed 200 CPS Draft
• Near Letter Quality
• Tractor and Friction Feed
• Automatic Sheet Feed Loading
• Both Parallel & Serial Interface Ports
• Continuous Underline wFlJ!t?m
• IBM Compatible
■ Part
• Ultra High-ReS Bit Image Graphics Both Centronics Parallel & Serial Ports
Print Method
Serial Impact Dot Matrix
1 5" High Speed 1 60 CPS Printer
Splendid Mixture Of High Speed And Near Letter Quality
Sale
(Add $14,50 shipping.*)
$229
95
List $499
No One Sells This Printer For Less!
• NLQ and High Draft Speed
• Continuous Underline
• Skip Over Perforation
• IBM Compatible
• Friction and Tractor Feeds
• Both Parallel & Serial Interface Ports
• High Res Graphics Printing
Printing Speed
160 Characters Per Second Draft
Print Method
Serial Impact Dot Matrix
Paper Feed
Sprocket or Friction Feed
Port
Both Centronics Parallel & RS-232 Serial Ports
15 Day Home Trial • 90 Day Immediate Replacement Policy
COMPUTER DIRECT
23292 N. Pepper Rd, Borrington, IL. 60010
Call (312) 382-5050 To Orderl
" Illinois fouienti *JJ & . «*. «Im uu. All jrdcri must be m U.S. DoiJatt. We »hrp to ill point* >n ihe US, CANADA. PUERTO RJCO. A. APO-FPO.
Plemiecall for charges ouliideconiinenlaJ U.S. Of C.O.D, MAILORDERS endow caihier check, money order. Of p*f«>rilj check- Allow 14 dayi delivery, 2
lo 7 daw io4 phone orders and I day rvpreu mail- Prices. specifications Jk availability subject to champ* without notice. Shipping and ha/wUine charge* *r*
not refundable (Monitors only ihirpod in continental U.S.) COMPUTER DIRECT will match any valid nationally ad*eni*ed delivered price on the caaCl
umc product with a comparable payment method (ndudini any applicable s*J« la.ua). A physical copy oeder
of the current valid lower priced ad must be mpplwd *nh the order, or within 1 S dan of date at ourchaac . V IS A -
MASTfftCARD — C.O.D.
COMPUTER DIRECT
Is 1st In PRICE, SUPPORT, & GUARANTEE!
WE LOVE OUR CUSTOMERS! I Prices Expire ^To*]
1 2"Monochrome
Monitor
2 Year Limited
Manufacturer's
Warranty
jfiy^lMDEK
• High Resolution
• 80 Column
• 1000 Lines At Center
• Great For Business
• Fantastic Value
Our Low Sale Price
$79
95
List $329
(Add $10.00 shipping.
13" Color Composite
Monitor
• Anti-Glare Screen
• Audio Speaker
• Volume Control
• Black Matrix Tube
• Horizontal Resolution 260 Lines
• Includes Composite Cable
Our Low Sale Price
$
159
(Add $14.50 shipping.
95
List $329
13" RGB/Composite
Color Monitor
THOMSON O
The Vision of fcraona] ComfMttera.
• Black Dot Screen
• 3 Monitors In One -
Composite/RGB/80 Column
• Green Screen Only Switch
• Resolution 560 x 240 Pixels
Our Low Sale Price
95
$219
List $399
(Add $14.50 shipping.*)
Hi-Speed NLQ Printer
Superb Near Letter Quality
160 - 180 CPS
5 V Floppy Disks
THE VOICE
Double Sided
Double Density
Minimum Quantity 50
Maximum Quantity 250
Box of 50
(without sleeves)
Box of 50
(with sleeves)
Box of 100 (no limit) .
(with sleeves & labels)
19*
each
(Add $4.00 shipping.1]
.49.50 (19' each)
.510.50 (21 ' each)
. $34.00 (24* each)
Speech Synthesizer
for the Commodore 64
• High Speed Dot Matrix
• Near Letter Quality Selectable From Front Panel
• Italics - Elite - Condensed • Pica
• Tractor/Friction Feed
• Centronics Parallel Port
• * Lifetime Warranty On Print Heod
• 6 Month Replacement Policy For Printer
• Super Graphics
» 8K Print Suffer
Our Low Sale Price
Economy Sleeves $1 .00 per quantity of 50
Disk Labels $3.95 per quantity of 100
Disk Notchers $3.95 each
$179
(Add $10.00 shipping.*)
95
List $499
S1/*" Sony Disks
■W m each
Limited
Quant les
(Add $4.00 shipping.*)
Single-Sided, Double Density
Sold In Packages Of S With Sleeves,
Labels & Write Protects Included
$2.45 Per Box
Features
• Infinite vocabulary
• Built-in software — nothing extra to buy
• Two voices each with inlonotion; odds
character
• Simple BASIC commands for easy
programmability
• Doesn't steal RAM from the BASIC workspace
• Won't stop screen action
• Clear, easy to understand speech
• Easy installation — just plugs in
• Keyvoicing — keys speak as they are pressed
• Direct text to speech capability
Our Low Sale Price
95
$29
List $49
(Add $3.00 shipping.*)
15 Day Home Trial • 90 Pay Immediate Replacement Policy
(3121382-5050 JEl
Call
We JLove Our Customers!
Mail
COMPUTER DIRECT
22292 N. Pepper Road
Barrington, IL. 60010
HOW TO ENTER PROGRAMS
The programs which appeal' in this
magazine have been run. tested and
checked for bugs and errors. After a pro-
gram is tested, it is printed on a letter
quality printer with some formatting
changes. This listing is thai} photo-
graphed directly and printed in the maga-
zine. Using this method ensures the most
error-free program listings possible.
Whenever you see a word inside brack-
ets, such as | DOWN |, the word represents
a keystroke or series of keystrokes on the
keyboard. The word [DOWN] would be
entered by pressing the cursor-down key.
If multiple keystrokes are required, the
number will directly follow the word. For
example, | DOWN4 1 would mean to press
the cursor-down key four times. If there
are multiple words within one set of
brackets, enter the keystrokes directly
after one another. For example, I DOWN.
RIGHT2I would mean to press the cursor-
down key once and then the cursor-right
key twice. Note: Do not enter the commas.
In addition to these graphic symbols,
the keyboard graphics are all represented
by a word and a letter. The word is either
SHFr or CMD and represents the SHIFT
key or the Commodore key. The letter is
one of the letters on the keyboard. The
combination ISHFT E] would be entered
by holding down the SHIFT key and
pressing the K. A number following the
letter tells you how many times to type
the letter. For example. [SHFT A4.CMD
B3] would mean to hold the SI IIJ-'I" key
and press the A four times, then hold
down the Commodore key and piv.-s tht-
B three times,
The following chart tells you the keys to
press for any word or words inside of
brackets. Refer to this chart whenever you
aren't sure what keys to press. The little
graphic next to the keystrokes shows you
what you will see on the screen.
SYNTAX ERROR
This is by far the most common error
encountered while entering a program.
Usually (sony folks) this means that you
have tyix'd something incorrectly on the
line the syntax error refers to. If you get
the message "'Syntax Error Break In
Line 270", tvpe LIST 270 and press
RETURN, this will list line 270 to the
screen. Look for any non-obvious mis-
takes iike a zero in place of an 0 or vice-
versa. Check for semicolons and colons re-
versed and extra or missing parenthesis.
All of these things will cause a syntax
error.
There is only one time a syntax error-
will tell you the "wrong" line to look at. If
the line the syntax error refers to has a
function call (i.e., FN A(3)), the syntax
error may be in the line that defines the
function, rather than the line named in
the error message. Look for a line near
the beginning of the program (usually)
that has DEK FN A(X) in it with an equa-
tion following it. Look for a typo in the
equation part of this definition.
ILLEGAL QUANTITY ERROR
This is another common error message.
This can also be caused by a typing error,
but it is a little harder to find. Once again,
list the line number that the emir mes-
sage refers to. There is probably a poke
statement on this line. If there is. then the
error is referring to what is trying to be
poked. A number must be in the range of
jjj"|HOMET -UNSHIFTED CLR/ HOME
n "|CLEAB|- -SHIFTED CLB/HOME
[3 !DOWN|- -CURSOR DOWN
Q "[UPI" -CURSOR UP
H ■•[RIGHTT- CURSOR RIGHT
[1 "1LEFT]- -CURSOR LEFT
FT |RVSr - CONTROL 9
■ "IRVOFFT -CONTROL 0
ffl '■[BLACKI" -CONTROL 1
[1 WHITEI'- CONTROL 2
H '[RED| -CONTROLS
JT] "ICYANI"- CONTROL 4
••(PURPLEI -CONTROL 5
I IGREENI" -CONTROL 6
a,
b:
S IBLUEI -CONTROL?
R YELLOW]' -CONTROL 8
Q jQRANGEl -COMMODORE 1
P "[BROWN|" = COMMODORE 2
0 "|L REDI" - COMMODORE 3
n iGRAYlf -COMMODORE 4
0 'ICRAY2] ' -COMMODORE b
Ij[L GREENt -COMMODORE 6
Q-|L BLUE|-= COMMODORE 7
H •■!GRAY3P = COMMODORE S
GRAPHIC SYMBOLS WILL BE REPRESENTED AS EITHER THE LETTERS
SHFT (SHIFT) AND A KEY {"[SHFT Q.SHFT J. SHFT D.SHFT S]") OR THE
LETTERS CMDR (COMMODORE) AND A KEY ("[CMDR Q.CMDR
G.COMDR Y.CMDR HJ") IF A SYMBOL IS REPEATED. THE NUMBER OF
REPIT1TIONS WILL BE DIRECTLY AFTER THE KEY AND BEFORE THE
COMMA ("1SPACE3.SHFT S4.CMDR M21")
j"|FI|"-F1
F2V-F2
j"lF31"-F3
IF4P-F4
[| |r5r-F5
y "iF6f =F6
jj'|F7]' -F7
[!'[F3]"=F3
jj] ;POUND|" = ENGLISH
POUND
Jjjj ISHFT"]' -PI SYMBOL
|t] ■■[?• = UP ARROW
zero to 255 to be poke-able. For example,
the statement POKE 1024,260 would pro-
duce an illegal quantity error because 260
is greater than 255.
Most often, the %'alue being poked is a
variable i A.X..J. This error is telling you
that this variable is out of range. If the
variable is being read from data state-
ments, then the problem is somewhere in
the data statements. Check the data
statements for missing commas or other
typos.
If the variable is not coming from data
statements, then the problem will be a lit-
tle harder to find. Check each line that
contains the variable for typing mistakes.
OUT OF DATA ERROR
This error message is always related to
the data statements in a program. If this
error occurs, it means that the program
has run out of data items before it was
supposed to. It is usually caused by a prob-
lem or typo in the data statements. Check
first to see if you have left out a whole line
of data. Next, check for missing commas
between numbers. Reading data from a
page of a magazine can be a strain on the
brain, so use a ruler or a piece of paper or
anything else to help you keep track of
where you are as you enter the data.
OTHER PROBLEMS
It is important to remember that the 64
and the PET/CBM computers will only ac-
cept a line up to 80 characters long. The
VIC 20 will accept a line up to 88 charac-
ters long. Sometimes you will find a line
in a program that runs over this number
of characters. This is not a mistake in the
listing. Sometimes programmers get so
carried away crunching programs that
they use abbreviated commands to get
more than 80 (or 88) characters on one
line. You can enter these lines by abbrevi-
ating the commands when you enter the
line. The abbreviations for BASIC com-
mands are on pages 133-134 of the VIC 20
user guide and 130-131 of the Commodore
64 user's guide.
If you type a line that is longer than 80
(or 88) characters, the computer will act as
if everything is ok, until you press RE-
TURN. Then, a syntax error will be dis-
played (without a line number). Many
people write that the computer gives them
a syntax error when they type the line, or
that the computer refuses to accept a line.
Both of these problems are results of typ-
ing a line of more than 80 (or 88) charac-
ters.
108 AUGUST 1988
How to Enter Programs
THE PROGRAM WONT RUN!!
This is the hardest of problems to re-
solve; no eiTor message is displayed, but
the program just doesn't run. This can be
caused by many small mistakes typing a
program in. First check that the program
was written for the computer you are us-
ing. Check to see if you have left, out any
lines of the program. Check each tine of
the program for typos or missing parts. Fi-
nally, press the RUN/STOP key while the
program is "running". Write down the line
the program broke at and try to follow the
program backwards from this point, look-
ing for problems.
IF ALL ELSE FAILS
You've come to the end of your rope.
You can't get the program to run and you
can't find any errors in your typing. What
do you do? As always, we suggest that you
j try a local user group for help. In a group
of even just a dozen members, someone is
bound to have typed in the same program.
The user group may also have the pro-
gram on a library disk and be willing to
make a copy for you.
If you do get a working copy, be sure to
compare it to your own version so that you
can leum from your errors and increase
you understanding of programming.
If you live in the country, don't have a
local user group, or you simply can't get
any help, write to us. If you do write to us,
include the following information about
the program you are having problems
with:
The name of the program
The issue of the magazine it was in
The computer you are using
Any error messages and the line
numbers
Anything displayed on the screen
A printout of your listing (if
possible)
All of this information is helpful in an-
swering your questions about why a pro-
gram doesn't work. A letter that simply
states "I get an error in line 250 whenever
I run the program" doesn't give us much
to go on. Send your questions to:
Commodore Magazine
1200 Wilson Drive
West Chester, PA 19380
ATTN: Program Problem
Have fun with the programs! Q|
HOW TO USE THE MAGAZINE ENTRY PROGRAMS
The Magazine Entiy Programs on the
next pages are two BASIC machine
language programs that will assist you in
entering the programs in this magazine
correctly. There are versions for both the
Commodore 64 and the Commodore 128.
Once the program is in place, it works its
magic without you having to do anything
else. The program will not let you enter a
line if there is a typing mistake on it, and
better yet, it identifies the kind of error for
you.
Getting Started
T^pe in the Magazine Entry Program
carefully and save it as you go along (just
in case). Once the whole program is typed
in, save it again on tape or disk. Now
RUN the program. The word POKING
will appear on the top of the screen with a
number. The number will increment from
49152 up to 49900 (4864-5545 on the 128)
and just lets you know that the program is
running. If everything is ok, the program
will finish running and say DONE. Then
type NEW. If there is a problem with the
data statements, the program will tell you
where to find the problem. Otherwise the
program will say "mistake in data state-
ments." Check to see if commas are miss-
ing, or if you have used periods instead of
commas. Also check the individual data
items.
Once the program has run, it is in
memory ready to go. To activate the pro-
gram type SYS49152 (SYS4864 on the
128), and press RETURN. You are now
ready to enter the programs from the
magazine. To disable the Entry Program,
just type KILL [RETURN] on the 64 or
SYS4867 on the 128.
The checksums for each line are the
same for both the 64 and 128. so you can
enter your 64 programs on the 128 if you'd
like.
Typing; the Programs
All the BASIC program listings in this
magazine that are for the 64 or 1 28 have
an apostrophe followed by four letters at
the end of the line (e.g., "ACDFl. If you
plan to use the Magazine Entry Program
to enter your programs, the apostrophe
and letters should be entered along with
the rest of the line. This is a checksum
that the Magazine Entry Program uses.
Enter the line and the letters at t he end
and then press RETURN, just as you nor-
mally would.
If the line is entered correctly, a bell is
sounded and the line is entered into the
computer's memory' (without the charac-
ters at the end).
If a mistake was made while entering
the line, a noise is sounded and an error
message is displayed. Read the error mes-
sage, then press any key to erase the mes-
sage and correct the line.
IMPORTANT
If the Magazine Entry Program sees a
mistake on a line, it does not enter that
line into memory. This makes it impossi-
ble to enter a line incorrectly.
Error Messages and
What They Mean
There are five error messages that the
Magazine Entry Program uses. Here they
are, along with what they mean and how
to fix them.
NO ( 1HECKSUM: This means that you
forgot to enter the apostrophe and the four
letters at the end of the line. Move the
cursor to the end of the line you just typed
and enter the checksum.
QUOTE: This means that you forgot (or
added.' a quote mark somewhere in the
line. Check the line in the magazine and
correct the quote.
KEYWOR1 ): This means that you have
either forgotten a command or spelled one
of the BASIC keywords (GOTO,
PRINT . . I incorrectly. Check the line in
the magazine again and check your spell-
! ing.
# OF CHARACTERS: This means
that you have either entered extra charac-
ters or missed some characters. Check the
line in the magazine again. This error
message will also occur if you misspell a
BASIC command, but create another
keyword in doing so. For example, if you
misspell PRINT as PRONT, the 64 sees
the letter P and R, the BASIC keyword
ON and then the letter T. Because it sees
the keyword ON, it thinks you've got too
many characters, instead of a simple mis-
spelling. Check spelling of BASIC com-
mands if you can't find anything else
wrong.
UNIDENTIFIED: This means that you
have either made a simple spelling error,
you typed the wrong line number, or you
typed the checksum incorrectly. Spelling
errors could be the wrong number of
spaces inside quotes, a variable spelled
wrong, or a word misspelled. Check the
line in the magazine again and correct the
mistake m
COMMODORE MAGAZINE 109
Magazine Entry Program — 64
The Magazine Eniry Programs arc available™ disk.along with (Hher programsin ihismagazine,
for S9.95, To order, contact Loadstar at ! -800-83 1 -2694.
10
20
30
40
50
60
70
80
90
100
PRINT" [CLEAR] POKING -";
P=49152 :REM SC000 (END AT
49900/SC2EC)
READ AS:IF AS="END"THEN 110
L=ASC(MID$(A$,2,1) )
H=ASC(MIDS(AS,1,1) )
L=L-48:IF L>9 THEN L=L-7
H=H-48:IF H>9 THEN H=H-7
PRINT" [HOME,RIGHT12) "P;
IF H>15 OR L>15 THEN PRINT
:PRINT"DATA ERROR IN LINE";
1000+ I NT ( (P-491S2)/8) :STOP
B=H*16+L:POKE P,B: T=T+B : P=P+1
:GOTO 30
110 IF TO86200 THEN PRINT
:PRINT"MISTAKE IN DATA
DATA STATEMENTS" : END
120
1000
1001
1002
1003
1004
1005
1006
1007
1008
1009
1010
1011
1012
1013
1014
1015
1016
1017
1018
1019
1020
1021
1022
1023
1024
1025
1026
1027
1028
1029
1030
1031
PRINT
DATA
DATA
DATA
DATA
DATA
DATA
DATA
DATA
DATA
DATA
DATA
DATA
DATA
DATA
DATA
DATA
DATA
DATA
DATA
DATA
DATA
DATA
DATA
DATA
DATA
DATA
DATA
DATA
DATA
DATA
DATA
DATA
"DONE":
4C,1F,
00,00,
CI, 27,
C1,EA,
05, BD,
F8,60,
D9,04,
A0,05,
88,10,
4C,EF,
7B,4C,
A5,7A,
C9,01,
00,02,
00, 4C,
C9,3A,
C8,B1,
D0,F7,
7A,F0,
03, C0,
69,00,
18, 6D,
03, EE,
CE,C1,
C0,90,
C0,60,
FB,B9,
A3, 12,
06,20,
BC,C2,
18, B9,
10, F7,
END
C0, 00
00,00
C1,2F
EA,EA
19, C0
60, A0
C1,D0
B9,A2
F7,A9
C0,E6
79,00
C9,FF
D0,E7
20,74
A9,C1
10,02
7A,C9
B1,7A
37, C9
8D,03
8D,04
05, C0
06, C0
18, 6D
03, EE
0A,A8
10, C0
20, D2
D2,FF
20, E4
08, CI
6 8,68
,00,00
,00,0D
,C1,3F
,4C,54
,95,73
,03,B9
,F5,88
,E3,99
,00,8D
,7A,D0
,A5,9D
,D0,ED
,20, 2B
,C0,90
,C9,30
,38,60
,20, D0
,60,18
,22, F0
,C0,AD
,C0,4C
,8D,05
,EE,09
,08, C0
,07, C0
,B9,0F
, 8 5 , FC
,FF,B1
,C8,D0
,FF,F0
,20, D2
,A9,00
■> CHECK
,00,00
,00,21
,C1,4C
,C0,A2
,CA,10
,00,02
,10, F5
,73,00
,18,D4
,02,E6
,F0,F3
,A5,7B
,C0,AD
,DC,A0
,30,06
,18,60
,03, C8
,C8,B1
,F5,6D
,04, C0
,8E,C0
,C0,90
,C0,4C
,8D,08
,EE,0A
,C0,85
,A0,00
,FB,F0
,F6,20
,FB,A0
,FF,8 8
,8D,00
1032
DATA
1033
DATA
1034
DATA
1035
DATA
1036
DATA
1037
DATA
1038
DATA
1039
DATA
1040
DATA
1041
DATA
1042
DATA
1043
DATA
1044
DATA
1045
DATA
1046
DATA
1047
DATA
1048
DATA
1049
DATA
1050
DATA
1051
DATA
1052
DATA
1053
DATA
1054
DATA
1055
DATA
1056
DATA
1057
DATA
1058
DATA
1059
DATA
1060
DATA
1061
DATA
1062
DATA
1063
DATA
1064
DATA
1065
DATA
1066
DATA
1067
DATA
1068
DATA
1069
DATA
1070
DATA
1071
DATA
1072
DATA
1073
DATA
1074
DATA
1075
DATA
1076
DATA
1077
DATA
1078
DATA
1079
DATA
1080
DATA
1081
DATA
1082
DATA
1083
DATA
1084
DATA
1085
DATA
1086
DATA
1087
DATA
1088
DATA
1089
DATA
1090
DATA
1091
DATA
1092
DATA
1093
DATA
02,4C,74,A4,4B,4 9,4C,4C
91, 91, 0D, 20, 20, 20, 20, 20
20,20,20,20,20,20,20,20
20,20,20,20,20,20,20,91
0D,51,55,4F,54,45,00,4B
45, 59, 57, 4F, 52, 44, 00, 23
20, 4F, 46, 20, 43, 48, 41, 52
41,43,54,45,52,53,00,55
4E,49,44,45,4E,54,49,46
49,45,44,00,4E,4F,20,43
48, 45, 43, 4B, 53, 55, 4D, 00
C8,B1,7A,D0,FB,84,FD,C0
09, 10, 03, 4C, 84, CI, 88, 88
8 8,88,88,B1,7A,C9,27,D0
13,A9,00,91,7A,C8,A2,00
B1,7A,9D, 3C,03,C8,E8,E0
04,D0,F5,60,A9,04,4C,CA
C0,A0,00,B9,00,02,99,40
03,F0,F0,C8,D0,F5,A0,00
B9,40,03,F0,E6,99,00,02
C8,D0,F5,20,96,C1,4C,12
C2,A0,09,A9,00,99,03,C0
8D,3C,03,88,10,F7,A9,80
85, 02, A0, 00, 20, 58, CI, 20
89,C1,20,ED,C1,E6,7A,E6
7B,20,7C,A5,A0,0 0,20,8 0
C0,F0,D0,24,02,F0,06,4C
A8,C0,4C,CE,C1,C9,2 2,D0
06,2 0,8D,C0,4C,CE,C1,20
BA,C0,4C,CE,C1,A0,00,B9
00,02,20,74,C0,C8,90,0A
18,6D,07,C0,8D,07,C0,4C
EF,C1,88,A2,0 0,B9,0 0,02
9D,00,02,F0,04,E8,C8,D0
F4, 60, 18, AD, 09, C0, 69, 41
8D,09,C0,38,AD,0A,C0,E9
19,90,06,8D,0A,C0,4C,1C
C2, AD,0A,C0,69,41,8D,0A
C0,AD,03,C0,6D,05,C0,48
AD,04,C0,6D,06,C0,8D,0C
C0,68,6D,08,C0,8D,0B,C0
AD,0C,C0,6D,0 7,C0,8D,0C
C0 , 3 8 , E9 , 1 9 , 9 0 , 0 6 , 8D , 0C
C0,4C,52,C2,AD,0C,C0,69
41,8D,0C,C0,AD,0B,C0,E9
19,90,06,8D,0B,C0,4C,67
C2,AD,0B,C0,6 9,41,8D,0B
C0,A0,01,AD,09,C0,CD,3C
0 3,D0,20,C8,AD,0A,C0,CD
3D,03,D0,17,C8,AD,0B,C0
CD,3E,03,D0,0E,AD,0C,C0
CD,3F,03,D0,06,20,CC,C2
4C,4B,C0,98,4 8,6 8,4C,CA
C0,A9,20,8D,00,D4,8D,01
D4,A9,09,8D,05,D4,A9,0F
8D,18,D4,60,20,A9,C2,A9
81,20,DF,C2,A9,80,20,DF
C2,4C,D9,C2,20,A9,C2,A9
11,2G,DF,C2,A9,10,20,DF
C2,A9,00,8D,04,D4,60,8D
04,D4,A2,70,A0,0 0,8 8,D0
FD,CA,D0,FA,60,END END
110 AUGUST 1988
Magazine Entry Program — 128
5 TRAP 200
10 PRINT" [CLEAR) POKING
20 P=4864 :REM $1300 (END AT
5545/S15A9)
30 READ AS: IF A$="END"THEN 110
80 PRINT" [HOME, RIGHT12] "P;
100 B=DEC(AS) :POKE P, B : T=T+B : P=P+1
:GOTO 30
110 IF T059382 THEN PRINT
:PRINT"MISTAKE IN DATA --> CHECK
DATA STATEMENTS" : END
120 PRINT"DONE":END
200 PRINT:PRINT"DATA ERROR IN LINE";
1000+INT( (P-4864)/8) :END
1000 DATA 4C,1E,13,4C,3A,13,00,00
1001 DATA 8E, 00, F7, 00, 42, 41, 51, 57
1002 DATA 0D,00,0D,43,08,14,0E,14
1003 DATA 16,14, 26, 14, 33, 14, A9, 00
1004 DATA 8D,00,FF,AD,04,03,8D, 12
1005 DATA 13, AD, 05, 03, 8D, 13, 13, A2
1006 DATA 4A,A0,13,8E,04,03,8C,05
1007 DATA 03, 60, AD, 12, 13, 8D, 04, 03
1008 DATA AD, 13, 13, SD, 05, 03, 60, 6C
1009 DATA 12,13,A5,7F,D0,F9,AD,00
1010 DATA 02,20,5B,13,90,F1,A0,00
1011 DATA 4C,6F,14,C9,30,30,06,C9
1012 DATA 3A, 10, 02, 38, 60, 18, 60, C8
1013 DATA Bl,3D,C9,20,D0,03,C8,D0
1014 DATA F7,B1,3D,60,18,C8,B1,3D
1015 DATA F0,35,C9,22,F0,F5,6D,06
1016 DATA 13,8D,06,13,AD,07,13,69
1017 DATA 00, 8D, 07, 13, 4C, 75, 13, 18
1018 DATA 6D, 08, 13, 8D, 08, 13, 90, 03
1019 DATA EE,09,13,EE,0C,13,60,18
1020 DATA 6D, 0B, 13, 8D, 06,13,90,03
1021 DATA EE,0A,13,EE,0D,13,60,0A
1022 DATA A8,B9,14,13,85,FB,B9,15
1023 DATA 13,85,FC,A0,00,8C,00,FF
1024 DATA A9,12,20,D2,FF,B1,FB,FB
1025 DATA 06,20,D2,FF,C8,D0,F6,20
1026 DATA 79,15,20,A3,15,20,E4,FF
1027 DATA F0,FB,A0,1B,B9,EF,13,20
1028 DATA D2,FF,88,10,F7,68,68,A9
1029 DATA 00,8D,00,02,4C,B7,4D,91
1030 DATA 91,00,20,20,20,20,20,20
1031 DATA 20,20,20,20,20,20,20,20
1032 DATA 20, 20, 20, 20, 20, 20, 91, 0D
1033 DATA 51, 55, 4F, 54, 45, 00, 4B, 45
1034 DATA 59, 57, 4F, 52, 44, 00, 23, 20
1035 DATA 4F, 46, 20, 43, 48, 41, 52, 41
1036
1037
1038
1039
1040
1041
1042
1043
1044
1045
1046
1047
1048
1049
1050
1051
1052
1053
1054
1055
1056
1057
1058
1059
1060
1061
1062
1063
1064
1065
1066
1067
1068
1069
1070
1071
1072
1073
1074
1075
1076
1077
1078
1079
1080
1081
1082
1083
1084
1085
DATA
DATA
DATA
DATA
DATA
DATA
DATA
DATA
DATA
DATA
DATA
DATA
DATA
DATA
DATA
DATA
DATA
DATA
DATA
DATA
DATA
DATA
DATA
DATA
DATA
DATA
DATA
DATA
DATA
DATA
DATA
DATA
DATA
DATA
DATA
DATA
DATA
DATA
DATA
DATA
DATA
DATA
DATA
DATA
DATA
DATA
DATA
DATA
DATA
DATA
43,54, 45, 52, 53, 00, 55, 4E
49, 44, 45, 4E, 54, 49, 46, 49
45,44,00,4E,4F,20,43,48
45,43,4B,53,55,4D,00,C8
B1,3D,D0,FB,98,30,04,C9
06, 30, IE, 88, 88, 88, 88, 88
Bl,3D,C9,27,D0,13,A9,00
91,3D,C8,A2,00,B1,3D,9D
00,0B,C8,E8,E0,04,D0,F5
60,4C,5C,15,4C,C5,14,A0
09, A9, 00, 9 9, 0 6,1 3, 8D, 00
0B,88,10,F7,A9,80,8 5,FD
A0,00,20,3F,14,20,AE,14
20,0D,4 3,84,FA,A0,FF,2 0
67,13,F0,D8,24,FD,F0,06
20,8F,13,4C,8F,14,C9,22
D0,06,20,74,13,4C,8F,14
20,9F,13,4C,8F,14,A0,00
B9,00,02,20,5B,13,C8,90
0A,18,6D,0A,13,8D,0A,13
4C,B0,14,88,60,18,AD,0C
13,69,41,8D,0C,13,38,AD
0D,13,E9,19,90,06,3D,0D
13,4C,CF,14,AD,0D,13,69
41,8D,0D,13,AD,06,13,6D
08, 13, 48, AD, 07, 13, 6D, 09
13,8D,0F,13,68,6D,0B,13
8D,0E,13,AD,0F,13,6D,0A
13,8D,0F,13,38,E9,19,90
06,8D,0F,13,4C,05,15,AD
0F,13,69,41,8D,0F,13,AD
0E,13,E9,19,90,06,8D,0E
13,4C,1A,15,AD,0E,13,69
41,8D,3E,13,A0,01,AD,0C
13,CD,00,0B,D0,20,C8,AD
0D,13,CD,01,0B,D0,17,C8
AD,0E,13,CD,0 2,0B,D0,0E
AD,0F,13,CD,0 3,0B,D0,06
20, 89, 15, A4, FA, 60, 98, 48
68,4C,AF,13,A9,04, 4C,AF
13,A9,00,8D,00,FF,A9,20
8D,00,D4,8D,01,D4,A9,09
8D,0 5,D4,A9,0F,8D,18,D4
60, 20, 61, 15, A9, 81, 20, 9C
15,A9,80,20,9C,15,4C,96
15,20,61, 15, A9, 11, 20, 9C
15,A9,10,20,9C,15,A9,00
8D,04,D4,60,8D,04,D4,A2
70,A0,00,8 8,D0,FD,CA,D0
FA, 60, END
END
COMMODORE MAGAZINE 111
Programming/ Magazine Article Cataioger
"ADVERTISERS INDEX
Continued from page 76
1230 PRINT" [WHITE, SPACE2,SHFT A]
RTICLE SUBJECT: [YELLOW] "
:PRINT SPSATS (Q) "CKKH
1240 PRINT" [WHITE, SPACE2, SHFT C]
OMMENTS : (YELLOW] " : PRINT SPSMC$ (Q)
:RETURN'DLSH
1250 PRINT" [DOWN2, WHITE, SPACE2, SHFT P]
RESS [GREEN] [ [SHFT C] ] [WHITE]
TO CONTINUE LISTING OK"' BAPL
1260 PRINT" [SPACE2] PRESS [L. BLUE)[
[SHFT P] ] [WHITE] TO PRINT OR
[RED] [ [SHFT Q] ] [WHITE]
TO QUIT"'BAHM
1270 PRINT" [SPACE2] SEARCHING AND
RETURN TO MENU."'BAPK
1280 KES="":GET KES:IF KE$=""THEN
1290
1300
1310
1320
1330
1340
1350
1360
1370
1380
1390
1400
1410
1420
1430
1 4 4 'J
1450
14bO
1470
1480
149*)
15L13
1513
1520
RETURN' EDFH
GOSUB 1330
GOTO 100'EGBB
PRINTER
BOKE
";MTS(Q)
PRINT#3,
:";MI¥(Q)
PRINT#3,"
: ";MA$(Q)
PRINT#3,"
: ";MP$(Q)
PR I NT #3,"
: ";AA$(Q)
PRINTS 3, "
:";AT$ (Q)
PRINT*3,"
:";MCS(o)
P]AGE OF ARTICLE-
AjUTIIORS NAME
A) RTICLE SU8JECT-
C] OMMENTS
3'UFUB
GOTO 1280'GPBK
IF KES="C"THEN
IF KES="P"THEN
: RETURN' FIFB
IF KES="Q"THEN
GOTO 1280'BEIY
REM - PRINT TO
OPEN 3,4,7'BFXB
PRINT#3," [SHFT M]AGAZINL
BJYI
[SHFT M]ONTH/YEAR
BJBJ
ISHFT AJRTICLL NAME —
BJWK
SHFT
BJDL
SHFT
BJTM
SHFT
BJIE
SHFT
BJMF
PHI NT #3 : PRINT* 3: CLOSE
PRINT" [WHITE, SHFT Pj
RESS ANY KEY TO CONTINUE.
GET KES:IF KE$=""THEN 1440
RETURN'BAQC
REM - SUBROUTINES - ' BNAH
PRINT" [ CLEAR, DOWN 2, WHITE]
"TAB (7) " [YELLOW, SHFT MJAGAZINE
[SHFT AJ RTICLE [SHFT CJATALOGER
[WHITE] ":RETURN'DDYQ
PRINT" [CLEAR, DOWN2, CYAN, SHFT P]
LEASE WAIT... (SHFT S ] EARCii I NG . "
: RETUKN'CBPP
PRINT" [CLEAR, WHITE, SHFT S]
EARCH IS FINISHED."
:FOR W=l TO 15O0:IJEXT
:GOTO 10 0'GMJS
PRI NT" [CLEAR, DOWN , WH I TE ,SHFT F]
OUND A MATCH. ":GOSUB 1 1 7 LI
: GOSUB 1250 : RETURN ' ELCH
GOSUB 90: IF EF>EC THEN PRINT"
IKED, SHFT D,SHFT I, SHFT S,SHFT
[SHFT E,SHFT R2,SHFT 0,SHFT R
#"EF;E$:CLOSE 2:CL0SE 15
:STOP' ISSP
RETURN' BAQA
" "BAVI
ELOF
K]
END
Computer Direct (Protecto)
MicroProse
Midwest Software
Montgomery Gront
Patech Software
Quantum Computer Service
Strategic Simulations
SubLoqic Corporation
Toito
Reodei
Advertiser
Response
NO.
Page
No.
Abacus Software
1
23
Adams Software
2
77
Berkeley Softworks
1
3
14,15
Bnwall
A
47
Commodore Business Machines
•
43
5 104,105,106,107
12
25
13
81
14
65
21
';■
29,31,33
16
C4
17
19
36,37
Tussey Computer Products
20
6,7
World of Commodore
63
Data East
6
5
Electronic Arts
7
2
Haitex
8
C2
Jonathan Jager Int
9
1
Loadstar
10
11
Microillusions
11
39, C3
"No Reader Response Number given at Advertiser's Request
112 AUGUST 1988
17406 Chatsworth St, Granada Hills, Ca.91344
Inside CA 818/360-3715 • Outside CA 800/522-2041 • FAX 818/360-1464
Prepare for the ultimate fantasy when the
f,^ offidai Advanced
Dungeonsfypiagons
Game Product comes alive on your computer!
OOT proudly presents
OOa Pool of Radiance,
the culmination of its collabo-
ration with TSR to bring the
legendary ADVANCED
DUNGEONS & DRAGONS®
fantasy role -playing system to
your home computer.
Pool ok Radiance is set in the huge,
complex world of the Forgotten
Realms, a world brought to life by
the combined talents and skills of
top designers and programmers
from both companies. Its game
system adheres faithfully to AD&DS
standards. Its state-of-the-art graphics
push the very limits of the computer's
capabilities. The only way to believe it is
to experience it for yourself — wherever
game software is sold.
Look for the entire line of AD&D
computer products coming soon
from SSI.
Roll up your
characters
and see their
parti-aits
and charac-
teristics.
(C- 64/1 28
screen
display.)
Every single
monster type
is individu-
ally drawn
by superb
computer
graphics.
(IBM PC
screen
display.)
STRATEGIC SIMULATIONS, INC.
1046 N. Rengstorff Avenue
Mountain View, CA 94Q43
(415) 964-1353
C19B8 TSR, Inc. C198B Strategic Simulation,!, Inc.
All right* Kterved.